Show HN: King Thirteen: 2048 with chess pieces, in under 13 KB
js13kgames.com
Notes on the game design: https://mvasilkov.animuchan.net/king-thirteen
js13kgames.com
Notes on the game design: https://mvasilkov.animuchan.net/king-thirteen
Two things, one on-topic and the other off-topic:
The thing which makes 2048 moderately easy to reason about is that incoming pieces are always "1". However, this game appears to spawn in random pieces, with random point values. I tried to follow the to-and-fro of the design blog in order to find out why this is, and I get the impression it's for avoiding getting the player stuck, but it does have the disadvantage of making planning incredibly hard. The good news is that by reading the blog I finally understood what was going on with the screen shake
off-topic: that "Subscribe to me blog" modal is not only bad UX (imho, of course), but also doubles down on the UX tire-fire by resetting my reading position to the top of the page. It's almost enough to warrant a command-w right there. Just one datum, but it for sure made me sad
I was afraid people would abandon good runs if too long, so started spawning 4 and 8 sometimes to speed it up somewhat. (There's 180-odd entries participating in the compo, so even 10 minutes of play time per entry is a huge commitment for people looking to vote on most / all games.)
Re: Subscribe popup: this is the sole reason I'm looking to migrate from Hashnode! All of their UX "improvements" are egregious, but this one surely takes the cake. I very much agree with your sentiment.
When I joined, it was a nice technical writing-oriented site, but these days it has entirely succumbed to terrible product managers. E.g. their blog post editor's main function is seemingly to upsell their generative AI wrapper.
I'm seconding the "incredibly fun" comment, but I would keep the occasional big numbers. It probably took me an hour to finish the game and I wouldn't want to slow it down further. The little extra bit of randomness/luck it adds is nice too.
When it comes to the UI, I was a bit confused about how the gameover and piece removal works. I guess if there are no legal moves it removes a piece?
Also, the multiple move mechanic where the last piece to move is automatically preselected sometimes tripped me up a few times and caused me to accidentally downgrade a piece.
I wanted to say that I went to vote for your game but they seem to only support GitHub login and their GH app does crazypants shit like "Act on your behalf" versus the much more sane "user:email"[1] or whatever which would prove that I'm a person without granting some rando website "sure, bro, take GitHub actions for me"
So, my HN upvote will have to suffice for Internet Points of Appreciation
1: https://docs.github.com/en/apps/oauth-apps/building-oauth-ap...
The "act on your behalf" statement is GitHub's standard message for all GitHub apps, regardless of whether they actually ask to be granted any permissions that would let them perform such actions. There's a "learn more" link right at that statement, that would've explained pretty much exactly this. I find it curious that you bothered to venture into docs and link them, but did not bother to click _that_ one to understand what's actually going on.
It says, i.a.: "The GitHub App can only do things that both you and the app have permission to do.". Since the site only asks for read access to your email address, it cannot actually do anything else. As simple as that.
So, I guess just to vote on a cool game I should definitely roll the dice with my github account and trust that some Internet comment is right, or, I guess upvote and be sad for them that they tried to be kewl by creating a GH app instead of oauth2 like a sane person. Naming it "Kilobot" for sure inspires confidence for its fewer than 1k installed users, too
FYI #1 It very much is a standard oAuth2 flow. Just GHs 'always on' message is unfortunate, and that's all there is to it. There's been topics like https://github.com/orgs/community/discussions/37117 on this ever since they had been introduced. Which, again, you could've encountered if you put your energy into good faith, instead of focusing that bad faith mojo on a small community. If you really feel like proving how "sane" and above "kewl" you are, go take your dump on GitHub - i.e. the one actually responsible for those misleading messages.
FYI #2 Your vote would not count anyway, because only community member votes actually get included in scoring. Although as an outsider you'd been welcome to leave feedback.
Sorry I raised your bloodpressure about something that doesn't matter to you since I'm an outsider. I'll send you virtual flowers using my totally safe GitHub App
But yeah, sure, you're free to tell yourself whatever you want.
And no, it's not only for insiders - thus the message. Outside votes get whitelisted when they meet the compos fairness criteria. It's not a popularity contest. Your vote would not count on this basis (amongst others).
The combo UI just doesn't work for me. I didn't understand what was happening until reading the blog post, the game just felt broken since it was inconsistent whether a piece maintained focus or not. And even after knowing about it, I was constantly making misplays due to clickin on a unit I wanted to move, and instead having the pre-selected unit capture the clicked unit.
It might be worth trying out a model where the combo piece is highlighted graphically, but you still need to first click on that unit first if you want to move it.
When the board is almost full, it's difficult to know which pieces can move. Perhaps add some green shade to the ones that can move.
Both are on the list of improvements for the final version — couldn't get the fixes in time for the compo deadline.
(I think it's worth reading the instructions / design discussion, even for someone that is not going to play the game.)
[spoiler alert?]
I didn't realize the "combo" mechanics, but I intuitively made many combos because I usually used the bigger piece to capture the smaller piece. So, for e it's a success in the design.
Is it possible to win only with knight? My strategy was to keep alive as many queens as possible.
It's on the page before you start the game. I also cannot find any instructions once the game is started.
It might as well not have any instructions because it really doesn't tell you anything about the rules or win conditions.
Managed a score of 6,000 ish. What a nifty twist on a couple of old games.
- I noticed very late that the king will actually "kill" (or capture in chess terms) my pieces if "cornered". While this is a nice feature, even if it doesn't happen when the player is just one step away from losing, it still prolongs the game even more.
- I also noticed very late that I can win the game by capturing the king with a 1024 piece (in my case it was a queen). I only found out because I got into the habit of selecting all pieces in turn to check what moves were possible. I hope I'm not spoilering right now :)
- Would be nice if you could capture a screenshot of the final board without the "you win" overlay. I don't have a Twitter account and no, I'm not going to create one just for this game ;)
- Also would be nice if the score (maybe also the current highscore, like in 2048) would be shown somewhere during the game, not just at the end.
- One nice feature is that the game remembers the current state if you leave the browser tab open, so you can shut down your PC and return to it the next morning - badly needed also, because the games are really long...
This was my game just before I stopped (the 1024 was next to the 256): https://ibb.co/gv0QR89
Could the score be visible during the game to give a sense of the scoring rules? I didn't know the king eats pieces until I read the comments here... I would expect that to lose you points, but hard to tell unless the scoring is maybe documented somewhere I missed?
Or 600 MB as in https://news.ycombinator.com/item?id=41459629
The first time I played I thought king would take my pieces with some probability if they weren't guarded. I spent way, way more effort than was necessary playing with higher stakes.
I should add I didn't expect to find the rules in the Post-mortem, so I gave up on that after skimming through the page and jumped right into the game.
Eg. Are new pieces random? Since the king can eat clutter does that prevent you from losing?
The King resorts to violence only when he is cornered and has nowhere else to go. It's below him to kill commoners otherwise.
If there's no unobstructed path for the King, he will take the highest-value piece in his vicinity. However if you might lose due to the board being full, then the King won't help you by clearing the board; he'll just skip his turn.
Also, free tip: The King's value is 1024 if you want to contemplate regicide.
I hope you post again when you've made a standalone page and/or mobile versions, this game deserves lots of success :)
EDIT: Oh, a piece can merge with any piece that has the same numerical value. This makes the game far more playable.
How to play:
* Join forces
* Claim the throne
* Revel in glory
No really... how to play?Interesting take but needs some more polish and a good demo video or something.