Improving the Flow in My Rogue-Like Chess Battler


Introduction

Hey everyone! I’ve been hard at work refining the core gameplay experience of my rogue-like deck-builder, which merges the strategic depth of Slay the Spire with the tactical challenge of solving Mate-In-One chess puzzles. My latest update brings a major overhaul to the game loop, aiming to improve pacing and enhance the player's sense of flow. Let's dive into what’s new!

The Problem: Pacing Issues

In the previous iteration, players had to alternate between solving Mate-In-One puzzles and making strategic decisions about their next moves. While this hybrid approach seemed appealing on paper, it led to a pacing issue: players struggled to enter a flow state. The frequent switching between two different modes of thinking disrupted engagement, making the experience feel disjointed rather than immersive.

The Solution: Extended Puzzle Solving & Flow State

To address this, I reworked the game loop so that players now spend a significantly longer period solving Mate-In-One puzzles in succession. This change allows players to reach a flow state creating a more satisfying gameplay experience.

How It Works Now

  • More Focus on Chess Puzzles – The core of the game now revolves around solving as many Mate-In-One puzzles as possible within a set time.
  • Time Pressure Remains – The existing timer mechanic is still present, keeping the tension high as players try to maximize their performance.
  • New Resolution Phase – Once the timer runs out, the total number of correct Mate-In-Ones determines the damage dealt to the enemy.
  • Strategic Layer with Card Modifiers – Before starting, players pick a card that applies modifiers, amplifying the impact of their performance once the resolution phase begins.
  • Enemies Now Fight Back – At the end of the turn, the enemy also retaliates, dealing damage to the player. This forces players to keep up the pressure and defeat their opponents before their HP runs out.

The Inteded Impact

In this update, gameplay now has a more natural rhythm. Players can focus on a single challenge for an extended period, enter a satisfying flow state, and then see the results of their efforts during the resolution phase. The added enemy retaliation mechanic increases tension, making every decision feel meaningful.

What's Next?

I’ll continue refining the game loop based on feedback. Next steps include balancing the difficulty curve, testing different enemy behaviors, and expanding the variety of modifiers to deepen strategic choices.

As always, I’d love to hear your thoughts! Try out the new update and let me know how it feels.

Happy checkmating!

— Lucas Pingu

Files

FinalMate_030225.zip 56 MB
2 days ago

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