Thanks so much! It's cool to get a note on something I wrote a while back, just for its own sake and for motivation to get (back) to work on my next project.
That was a fun experience and a clever use of the platform! I liked limiting the choices as a learning tool--like playing sudoku with autocheck on. And the story made it fun, too. Nice work!
I’m not a chess player, but I’m aware of the Knight’s tour, so I appreciate the lesson, but I found it hard to relate the framing narrative to the actual gameplay. You are meant to me a messenger going … somewhere?
I guess the intention is that you have to visit every square, because each square is a colour coded village, but the talk of forests, and sentries, and repeated patterns made it harder for me to understand instead of easier, I think. And there was some cognitive dissonance when I saw the board and it didn’t have forests or roads or indeed villages on it. All the more so because there is a town/house on it, but that doesn’t actually mean anything in the fiction (even though it does to the puzzle).
One other thought. If the idea is to actually test the player’s understanding, maybe suppress the “action” cursor on the correct choice, because as it is you can just wave the mouse around and see which one to click.
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Oh this is a really neat use of the format. Watching the board fill with flags was really satisfying.
Thanks so much! It's cool to get a note on something I wrote a while back, just for its own sake and for motivation to get (back) to work on my next project.
This is honestly the only way you will make me play chess :P
Making the knight into a messenger was fun!
Thanks, that's what I was going for -- and thanks for going across all the entries and keeping your intfiction thread going!
That was a fun experience and a clever use of the platform! I liked limiting the choices as a learning tool--like playing sudoku with autocheck on. And the story made it fun, too. Nice work!
I’m not a chess player, but I’m aware of the Knight’s tour, so I appreciate the lesson, but I found it hard to relate the framing narrative to the actual gameplay. You are meant to me a messenger going … somewhere?
I guess the intention is that you have to visit every square, because each square is a colour coded village, but the talk of forests, and sentries, and repeated patterns made it harder for me to understand instead of easier, I think. And there was some cognitive dissonance when I saw the board and it didn’t have forests or roads or indeed villages on it. All the more so because there is a town/house on it, but that doesn’t actually mean anything in the fiction (even though it does to the puzzle).
One other thought. If the idea is to actually test the player’s understanding, maybe suppress the “action” cursor on the correct choice, because as it is you can just wave the mouse around and see which one to click.