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Chess decides where you may land. You draw the path between. In Chesspath Dungeon, play movement cards to weave around monsters, detour for treasure, or line up an attack. Find gear that turns one hit into a chain reaction. With few cards left, head for the exit or risk one more chest?
Описание на английском языке87%положительных отзывов
15 отзывов
Все отзывы в Steam ↗≈ 1,5
Прирост числа отзывов
Среднее за 96 чРейтинг Steam и отзывы на языке оригинала.
Chesspath Dungeon is a creative turn-based strategy game that combines the familiar movement rules of chess with dungeon exploration, deckbuilding, and tactical combat. Developed and published by Mr_Tan91, the game introduces an unusual approach to traditional dungeon crawling by making movement itself the foundation of nearly every important decision. Rather than relying on reflexes or straightforward attacks, players must carefully evaluate their available cards, plan routes through dangerous environments, and anticipate how their actions will influence subsequent encounters. The result is an intriguing experience that rewards patience, experimentation, and strategic thinking while offering a refreshing alternative to conventional fantasy adventures. The central gameplay mechanic revolves around movement cards inspired by chess pieces, including rooks, bishops, and knights. Each card provides distinct movement possibilities, requiring players to consider both their destination and the path needed to reach it. Unlike traditional chess, movement can involve tracing routes within specific limitations, creating additional tactical flexibility. This system transforms ordinary navigation into a continuous puzzle where positioning matters just as much as combat strength. Reaching an exit might appear simple until enemies, environmental obstacles, and limited card availability complicate the journey. The satisfaction comes from discovering efficient routes and making seemingly unfavorable situations manageable through clever planning. Card management introduces another important strategic dimension. Players must decide when to spend valuable movement options, whether optional treasure is worth the additional risk, and how to conserve resources for more dangerous encounters. These decisions become increasingly meaningful as the dungeon introduces complicated layouts and threatening enemies. The game encourages players to think several moves ahead instead of reacting impulsively. However, this deliberate structure can occasionally make progression feel restrictive, especially when the available cards do not support an intended strategy. Those accustomed to unrestricted movement may initially find the system frustrating, although its limitations are precisely what make successful planning rewarding. Combat expands upon the movement mechanics through equipment effects, positioning, and interconnected abilities. Attacks can activate additional effects, potentially creating powerful combinations when supported by appropriate equipment. This encourages experimentation with different builds rather than depending on a single reliable tactic. Ranged attacks provide additional flexibility, while equipment upgrades allow players to develop increasingly specialized approaches. Systems involving fusion, engraving, and smelting further strengthen the progression mechanics by offering ways to improve equipment and customize tactical capabilities. The ability to develop complementary effects gives the adventure considerable strategic potential, particularly for players who enjoy discovering combinations that produce satisfying results. Environmental interactions distinguish the experience from more conventional tactical dungeon crawlers. Certain enemies respond differently depending on lighting conditions, introducing puzzles that require more than direct confrontation. Wraiths, for example, can become treasure chests when exposed to sunlight, encouraging players to manipulate their surroundings instead of simply attacking everything they encounter. Eclipse rooms introduce shifting patterns of illumination and darkness, making environmental awareness essential for navigation and survival. Additional mechanisms, hidden pathways, and deceptive visual elements further complicate exploration. These features help maintain variety by forcing players to adapt their strategies according to each room's particular challenges. Progression takes players th
国际象棋规则结合肉鸽地牢简直有毒!看着规则简单,实际玩起来步步为营,算走位算到停不下来
只要你懂一点象棋走法就能秒上手,价格也便宜,挺有意思一小游戏的
本来打算睡前开一局摸摸鱼,结果一不留神算步数刷到了半夜……走错一步可能直接被怪围殴暴毙,但摸到顺手的强力遗物又能一路爽杀。这种“一步算三步”的脑力正反馈实在太足了,战棋爱好者狂喜。
规则上手很容易,但越往后越考验大局观。怪物的攻击范围和行动逻辑都很有讲究,利用马的跳步卡位切后排、或者皇后的全图突刺瞬间解围,操作起来极具策略感。局内的被动道具和能力搭配也很有深度,一局时间不长,玩着特别过瘾
半成品,没法玩
国际象棋+地牢的玩法创意很棒,靠棋子走位规划路线策略感拉满,就是怪物种类偏少,期待更新
游戏自带一种轻盈感,没有任何花哨冗余的装饰,而是完全着眼于游戏的核心:基于国际象棋移动的地牢冒险体验。希望后续添加挑战成就,满足玩家的挑战欲望。
游戏在体验初期给我带来了一点困难,而在体验了一段时间后,又赞叹于能够把棋类规则和地牢生存结合得如此自然且富有新意,实属难得。
国际象棋结合地牢探索非常有新意,装备搭配和路线绘制让每一局都不一样,非常过瘾!唯一的小缺点是中后期怪物类型重复度略高。
用棋子走法决定落点再画线避怪的机制太有脑洞了,拿宝箱接连锁的策略性极强!
This is a dungeon roguelite where movement is based on cards representing chess pieces and their movement patterns. By clicking on a card, such as a knight, you can move to tiles on the stage’s grid that correspond to the movement of that chess piece. While some cards are used for actions such as placing traps or platforms over holes, the majority of them are chess pieces. The knight is the only piece with particularly unusual movement, while the rest are fairly straightforward, moving either in straight lines or diagonally. The number of tiles you can reach also depends on the piece. A pawn can only move one tile, while a queen can reach almost anywhere on the grid. The objective is to reach the exit before you run out of movement cards. If you run out, the run immediately ends and you are sent back to the main menu to start another attempt. You also have to either kill or avoid enemies along the way. Since you begin without any equipment, not even a weapon, your first priority is finding a coffer that allows you to choose your starting gear. If you want a realistic chance of surviving, however, the sword is the only viable option. Combat works exactly like movement. You select a chess card and then move onto a tile occupied by an enemy. The placement of coffers and enemies is randomized at the start of each run, which can lead to some unfortunate situations. You might spawn with enemies nearby while the coffer is placed on the opposite side of the stage. This can make the run effectively unwinnable, as enemies follow you around the grid and attack whenever you move within their range. The grid can be rotated, although the camera is positioned quite far away and the zoom function does not make much of a difference. Thankfully, you are not left guessing what different objects on the grid are. Clicking on them provides more information, while clicking on an enemy also shows its movement range and stats such as health and damage. Whether you choose to take risks by exploring the entire stage, opening chests, and fighting enemies, or simply make a run for the exit, completing a stage lets you choose a new card from a random selection of three. Building up your collection of movement cards makes it much easier to explore each stage and collect its rewards without running out of options. The stages themselves are randomized, with most consisting of standard grids filled with enemies and loot. There are also special characters and events where you make decisions after interacting with them, as well as puzzle rooms that make use of the grid-based design and unusual camera perspective. In these puzzle rooms, certain tiles are marked with yellow squares, but the path between them is filled with holes that you cannot cross. The solution is to rotate the camera until the two marked tiles line up, allowing you to create a path between them. These puzzles are essentially all about perspective. The game is enjoyable enough for a few runs, but there simply is not much content here, which is reflected in its price. The English translation also leaves quite a bit to be desired. Because of the limited content and rough translation, I would recommend giving it a try only when it is available at a deep discount.
Показана сохранённая выборка: 12. Это не все отзывы и не репрезентативная выборка; по ней не пересчитывается процент Steam.
Процент рекомендаций и отзывы Steam — отдельно от внутреннего скоринга ggpick.
Внутренний индекс: 62,5/100. Учитывает объём выборки; это не процент Steam.
87% положительных из 15 отзывов Steam · Для ранжирования учитывается размер выборки; процент Steam не изменён · Малая выборка: оценка пока неустойчива
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