Weiqi Dungeon
A downloadable game for Windows
A roguelike take on the board game known as Go, Weiqi, or Baduk.
What if combat encounters against monsters were resolved on a Weiqi board?
No prior knowledge needed - figure out the rules by playing!
How deep into the dungeon can you go?
Status | Released |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (2 total ratings) |
Author | Joachim |
Genre | Puzzle |
Made with | Rust, Bevy Engine |
Tags | Roguelike, Tactical |
Average session | A few minutes |
Inputs | Mouse |
Download
Download
weiqi.zip 17 MB
Install instructions
Just extract the zip and run the executable!
Development log
- Post-7DRL plans95 days ago
Comments
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A roguelike take on the board game known as Go, Weiqi, or Baduk. Sounds like an interesting mix of strategy and combat!
You look like the type of person who'd enjoy this jam: WOW JAM
They have a very interesting platform and are even offering prizes xD
I tried to record a video of this game when I was judging it, but unfortunately my first attempt was covered by the console window and my second attempt by the title screen of all things - I couldn’t capture any gameplay! Very clever concept! If a bit un-roguelike… 🙂
It was fun, cool idea!
Gameplay shown here
Very excited to try this! I play a lot of Go so I'm interested to see how the mechanics work. I run Linux so I'll try to get it working on wine and report back on how it goes.
Finally got a chance to check this out. Reporting back that it worked for me on Linux using Proton 9.0-4 in steam.
Some really interesting ideas here! I think being a go player might have actually hindered me a bit as I kept wanting to play for territory rather than captures, but it still translates in the sense that I could prevent the enemy from making life in larger regions. From what I could gather, the enemy plays randomly, with maybe a % chance of taking ataris? This gives the play an almost risk/reward type feel by seeing how big the chunks you can claim from the enemy are, before they create life. I think ultimately the time limit for hp loss was a great choice, as it gives the feel of trying to parse a large board when playing someone online and the clock is ticking down.
I think there is some deep strategy involved here, even knowing the enemy plays chaotically, since you need to quickly evaluate the value of specific areas on the board, and identify which positions you really don't want the enemy to play.
Anyways I managed to make it to round 11 (Giant) on my first play-through, but I believe I will do better on my next attempt now that I understand the systems better.
As for feedback: It would be nice to have an indicator showing the last stone an enemy played, and I also found the square pieces made the board a bit hard to grok especially at larger sizes.
UPDATE: Round 15* is my current record. Some of the later board generations start with the enemy having so much life already that it is so hard to get a foothold! (although it does seem to help to exploit the unenforced kos)