Summary

For this chess rogue-like, I designed the enemy decision making, unit interactions, and menu layouts, and was the sole programmer for this project. The main design challenge I faced in this project was figuring out how to make the player feel like they were outmaneuvering the opponent using wits and clever unit management. This required an algorithm that would act just intelligently enough to give the player a good challenge, but also be beatable. This required a lot of playtesting and chess AI research to get right, but I eventually landed on something that felt right.