pon
Hi I'm noneforyou! This is my first uploaded game.
You control a pawn: "Pon" (Ponalyn En Passant)
Arrow keys or WASD to move; I recommend holding down the direction you want to go for maximum speed.
The game is filled with many stages that are cluttered with knights, rooks, and bishops; these pieces all move in different ways. They all move like they do in chess, but as this is not a turn based game, it may be difficult to get accustomed to the patterns.
Do your best to try to get to the end of each level! Go into the tunnel at the end of every stage. There is a white "+" that you have to touch there.
Knight: instantly captures Pon, moves in an "L" shape like in chess. (2 spaces in a direction, and then 1 space in the other direction)
Bishop: constantly move and bounce around diagonally. They bounce around like DVD logos.
Rooks: Chase the player horizontally and vertically if in line of sight; they are slightly faster than Pon.
Rei: The white pon piece! You control her at the same time as pon. For Rei levels, you cannot let any piece get captured, and you must get to the end with both pieces. Her speed varies per level, but she is typically slower than Pon.
"m" to return to main menu
"r" to restart a level
Click the play button to play, and the help button for additional information!
Comments
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i'm going to be frank, i rage quited not because of the actual design of the levels, but because the controls were awful and the fact that the bishops aren't even deterministic (i had them sometimes enter the exit of the level!). it's too easy to accidentally run into a knight when you meant to change directions, and the bishops makes it impossible to plan ahead as there's too much stuff going on to actually think.
the concept is really solid however. execution isn't so great, but half of that is the controls.
hi thanks for the feedback!! i have too realized after uploading that the bishops are a bit buggy. what do you mean by the controls being awful? i don't really understand they seem very fluid and intuitive. are you tap clicking to move? that is the only way i can see how it might be choppy and difficult to change directions.
sorry for the slow reply!
when i said the controls were bad, i meant that there was a small delay when moving while holding down a direction, and once you committed to a direction, you can't back out. this meant that my movements came a little too late, as i was holding down to move generally.
playing around in the first (empty) level to figure out what felt wrong when i played 5 months ago, it seems that if you hold down a vertical direction, you just cannot go horizontal at all. this is not the case with horizontal movement; if you input left and up, you will go up.
changing the input system so that the latest direction input overrides any prior input when holding down directions would make the movement feel a lot more fluid (to me at least).
here are a few examples of what i mean how the input system should be handled. note that no inputs are let go of.
tl;dr changing the movement input system to accept the first given input and ignoring anything else would do a lot to make the game feel better to play.
good game, worth playing simply for final level