Blunder Annihilator: Chess Puzzles DEMO
Update (March 2025):
Just so you know, I haven't abandoned the project. I am working on making a completely new GUI with new, more modern and less mobile-like design. I also want to create a Steam page soon (next two-three months, though we'll see), for which I need a nice looking capsule image and a trailer, for which I need a functional GUI and probably more than a few example puzzles. So there is a whole lot of work to do. I hope I will be able to write a devlog soon to explain my design decisions and the evolution the GUI went through, and in the future also the way I make the puzzles.
I'd also really want to share a list of feature I'm planning to implement - outside of different modes, I plan to have statistics and a roguelike-like evolution tree to guide your learning. Something I was also thinking about is an interactive opening explorer/trainer, in which you play the game from the beginning and if you make a move that puts you in a very bad situation (like if you use Bangcloud opening or if you fall into a scholar's mate), you lose quickly, which teaches you not to do that move. It's a bit more chaotic approach than usual theoretical one.
Gameplay:
In typical puzzles, move the pieces in the best way possible to win the puzzle. The puzzle elo is increased every time you win or lose a puzzle. It is randomly selected, but there is only ~1000 puzzles (only 200 below 1000 elo and then 600 between 1000 and 2000), so you will see repeated puzzles after multiple playthroughs.
In the special puzzles, make a move that you consider the best; to win the puzzle with a specific elo, you need to make at least as good of a move as a person on that elo would typically make. The situations presented are always situations where a person slightly worse would make a mistake and make a significantly worse move.
If you want to read more about how I generate the special puzzles, here is my blog post on Lichess.org: A novel idea for chess puzzles: no tactics, but avoiding blunders
This will start a mode where you have three hearts, and after three mistakes you'll end the game. Skipping a puzzle will cost you one life.
This will start a mode where you have infinite lives. You can skip the puzzle if you don't like it.
This will start a mode with the special puzzles. Other settings are like the "infinite lives" mode. There is only a handful of those puzzles implemented for now though (in fact if you're reading it just after I published it, there is probably just one puzzle. But I hope to upload a version with at least 9 of them).
In the finished version, there will be way more puzzles and way more settings to choose from. This is only a very early version of a demo.
Updated | 27 days ago |
Status | In development |
Platforms | HTML5 |
Author | Tiar |
Genre | Puzzle, Educational |
Made with | Godot, Krita |
Tags | 2D, Casual, Chess, Godot, Singleplayer, Tabletop, Turn-based |
Average session | A few minutes |
Languages | English |
Inputs | Mouse, Touchscreen |
Comments
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You can run games with this error in firefox, you just need to right-click on the game, use “inspect”, then find and open the direct link to the game (here it’s currently https://html.itch.zone/html/9947739/index.html ).
Wow, thank you very much! I really appreciate it. As web dev isn’t really my thing, I was a bit lost, I had no idea it’s so, well, simple. (I’ll put the link in the description and then whoever wants to play it, will be able to with no problem).
You’re welcome. It’s not a perfect solution, if your game loads additional resources from a different domain, those might still not work, I think. But I’ve had no problems with this method so far, Godot games don’t usually do that.
You can also try using this option https://itch.io/t/2025776/experimental-sharedarraybuffer-support