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The game is not only playable, it is very interesting!.
Downloaded this implementation and gave it a go. Very interesting play. I do have a couple of observations, and these maybe totally personal. First, there appears to be far too many Generals in the initial set-up. I know that there is an attempt to provide a good strong starting defensive position. But with so many Generals, the game appears to devolve often into a General and Pawn War. As an experiment, I eliminated all the Generals on the second rank and ran the game. It was quite lively with early threats to each of the Shahs. And the flying pieces seemed to participate longer in the game. Granted there could be a few more Generals, but I think that the current number might be rather excessive. How about six? This would correspond to the number of pieces on the first rank. These could be situated on b2, c3, e2, f2, h3 and i2. Second, the arrangement of the opposing pieces mirroring the first player does not seem appropriate to a game with an oriental theme. I would arrange the opposing first rank pieces right-to-left similar to the first player rather than mirroring.
thanks for your comments guys :) yes there are a lot of generals, it is true. when i finally got this game playable, that is where i stopped, cause i was fried of it, so i am guessing there is great room for improvement. i do see this game still in the 'beta' stage. all advice is really appreciated. those generals are not just there though, for defence. they are there to actually cramp up their own army, to stop the flying pieces getting into attacking positions straight away, and also, to cramp their own king, so as to make it dangerous for their own king lol :) i guess the idea of lots of generals, is to make it a real 'attack from afar' game, not one where they 'scoot around the board' (the flying pieces) interesting idea though about the 'only 6 generals', but the generals on the 3rd rank i feel may be needed, it can quickly run to the center, and therefore hamper the enemy flyingstar and flyingcomet from attacking quickly. when those pieces come out fast, in combo with flyingmoon, they can quickly mate. the 4th rank pawn stops the flyingcomet from straight away coming out. i know the generals on a2 j2 are just not required, but i also think of how zillions plays, and zillions, being sometimes crazy, will move the flyingsun from a1 to j2, unless it thinks for a minute at least sometimes, and that is just a dumb move. not mirroring yes interesting, you would have to change the kings also, otherwise the flyingmoon could check straight away when it can move to 2nd rank. i did briefly look at it, it could be a good idea, but it does present some unexpected probs maybe, i am still somewhat fried with it lol, so i didn't look for too long at the moment. anyway, if you can present your best idea, in a saved game maybe and send to me, or if anyone likes, that would be great, i am all up for the idea of a future update, presenting different ideas to see what is best.
ok i updated this game, and i think it is now better. i changed the pawns/generals starting position, same amount though :) but it has allowed me to add an extra 'flying comet' so i think the extra firepower is pretty good. it also makes it harder for the 'flying star' to exchange themselves off. i have also added another variant, with a 'flying horse' .. moves as a 4-1 leaper alfil and king, she is a pretty bouncey little filly :) .. could too a bit too dangerous for this game, (mate threats galore) but i tried it once (lol) and it played good, it could be the best variant, so i have added it as for testing yep :) after you guys made your comments, i felt encouraged to go back and look at the game, so i want to say 'thanks' ok :) oh, if any editor reads this, can you add this game to the 'whats new' section as being 'updated' thanks!
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