Great graphics, how about putting some kind of protection on them because at the moment I can view every single .png in the folders.
# Data packaging and protection is in our to-do list for sure! On the currently available level, it is very easy to meet the demand and not loose parts of the chess board. So maybe give us a slightly harder level to test with
# We couldn´t avoid that in the demo because the main game mode was designed to be played in a sequence where you build up score and carry it to the next level (if you pass). Each subsequent level has a higher demand so if you dont score big points in the easiest levels you wont pass the harder ones later. I am sure we will have another demo version later with a couple more levels this give this sequence feeling. Show places that are available to move to. For example, maybe after a piece has been selected, highlight places that the piece is capable of moving to.
# Good point, we had that partially working so I disabled it for the demo version so it didn´t look like a bug. In places in the game that require you to "press a button to continue" how about allowing a click of the mouse to work too.
# Another user experience item that we had to rush because we needed to finish this demo for our Indiecade festival entry! This wont happen in the final version. Sometimes when the game is animating the removal of pieces from a combo, instead of going in order (1,2,3,4) sometimes it is out of order (1,3,2,4).
# This is my fault! I´ll fix that! Ever consider a time limit? Maybe a time limit per turn or time limit per game.
# Well, the game designer didn´t want a timed game. But we are working on a versus mode where two players will compete over the internet and instead of avoiding negative scores you will have to get a score higher than you adversaries. This game mode will definitely need a time limit. Treasure, maybe instead of making it just for points allow it to unlock more levels of gameplay.
# Treasures do have other utilities on our design, but again, demo limitations!This crash you had is probably a memory usage problem. I am already working on a solution to manage memory better. We are working with full hd assets that take a lot of memory, because they are just resized to your resolution. I guess I´ll have to find a workaround for that.
Thank you very much for this huge and informative feedback. It´s means a lot for me and for my team! I´ll post here any news on Chesster, but you can track us on indiedb or facebook if you like! Oh, and Chesster is to be released also on OSX(confirmed) and iPad(just planned).