Just Chessing Around

steam game technical design

A commercial roguelike chess game shipping on Steam. I designed the pieces, buffs, environments and AI behaviour, and solved how to teach a game that never explains itself.

Role Technical designer & lead developer
Team 2 people
Genre Roguelike chess
Status Shipping on Steam

The short versionTwo design challenges

goal

Mystery, like Isaac

We wanted the mystery of The Binding of Isaac: no explanations, just discovery, in a game that's far more complex.

problem

Players got confused

With zero explanation, players quit out of confusion. And the AI opponent had to feel like a person, not a calculator.

solution

Show why, not how

A camera that zooms on new actions, and AI logic reverse-engineered from my own play.

Deep diveHow I designed the AI

AI opponent in play

Making the AI feel human

Reverse-engineering player choices. While playing, I wrote down why I made certain moves, then turned that reasoning into the AI's decision logic.

Weighing the surroundings. A trick borrowed from Minecraft: terrain tiles carry values the AI factors in. Dangerous tiles score negative, favourable ones positive.

How the AI picks a move

Possible moves for each piece
→
Score tiles danger −, favourable +
→
Apply my reasoning rules from my own play
→
Choose move feels like a person

Guiding the player without a tutorial

the downside

Without any explanation, and because it's much more complex than Isaac, players quit because they were confused.

the fix

Instead of giving in and adding a tutorial, one of the things I did is build a camera that zooms in on every new action.

the effect

Players didn't always understand what happened, but knew why it happened, and tried to find out instead of being confused.

The team

Designing as a team of two

Tools for my partner. Systems are split cleanly between front end and back end, so my friend can create content without causing systemic bugs.

Content that scales. New buffs and pieces slot in without touching the backend.

My partWhat I did

01
design

Inventing new chess pieces

Created pieces with their own unique abilities and movement patterns

02
design

Buff synergies

Designed interactions between different buffs to create strategic depth

03
design & gameplay

Environments

Designed & implemented boards with unique tiles & dangers, such as tornadoes and quicksand

04
design

Human-feeling AI

AI logic built from my own play reasoning and tile-weighting

05
gameplay

Player Feedback

Designed systems like visualisations to provide clear feedback to players

06
production

Lead dev & marketing

Led the codebase and ran the game's marketing

Looking backTakeaways

Don't compromise too early

A tutorial would have fixed confusion but killed the mystery. A zooming camera fixed it and kept the vision.

Design from your own play

Writing down why I made each move gave the AI a human logic I couldn't have invented from scratch.

Synergies create depth

Interactions between buffs, pieces and terrain matter more than any single item.

GalleryScreenshots

Desert Swamp, changing buffs Throne room Shop Dark hallways Underling room Grass Defeated