Hello fellow designers!
I’ve recently hit a milestone on a digital project I’m developing and I am looking for playtesters to help me analyze the core game loop and progression system.
The project is called Crazy Go. My design hypothesis was: Can the deterministic, perfect-information mechanics of the ancient game of Go be used as a compelling combat system for a single-player roguelite?
The Core Concept: Instead of fighting monsters with swords and RNG dice rolls, your “battles” are matches of Go. However, to make it fit the roguelite genre, I had to introduce asymmetry:
- The Boards: You don’t play on a standard 19x19 grid. You play on procedurally eroded maps, spirals, islands with choke points, and hexagonal graphs.
- The Progression: As you defeat opponents (driven by a custom Neural Network AI), you earn “Komi” (permanent points advantage) and draft Spells (like playing a 2x1 domino piece, or gaining a temporary shield).
A quick note on the AI: While the custom AI currently struggles to fight effectively on the standard and non-standard topologies. I will keep trying different methods to fix the algorithm because the board variations are really fun, but for now, the MVP is fully playable so you can test the concept and see if you enjoy the mechanics!
I am specifically looking for feedback on:
- The Roguelite Loop: Do the spell drafts and champion passive abilities feel rewarding?
- The Fun Factor: Does playing on a board with choke points and missing corners feel engaging from a puzzle/strategy perspective? Even with the current AI limitations, does the concept hold promise?
The game is fully playable in the browser (no downloads required, no account needed). You can try the MVP here: https://victologo.itch.io/crazy-go
Any feedback on the design theory, the UI, or the mechanics would be incredibly helpful for the next phase of development. Thanks in advance!