Kings Pawn

The fight for the throne has ended and
only one king remains!
Now bandits attack to take his kingdom.
Take control of the kings army
to protect him and his lands!

Wave survival meets Chess!
Set up your custom chess board to fight hordes
of bandits in varying difficulties!
You can only win by clearing the board
from every single one of them. Can you survive?

A game for the Weekly Game Jam - Week 235
Theme: Bandit

Source Code:

Lars Appelt/Scarred995 - Programming/Game Design
Paul Töpfer/Stealthix - Programming/Game Design/Art
Marco Kaiser- Music and SFX

mrpoly - Menu Music
kheftel - Minimalist Pixel Fonts

StatusIn development
Rated 4.3 out of 5 stars
(3 total ratings)
AuthorsScarred95, Stealthix
GenreStrategy, Survival
Made withGodot
Tags2D, Chess, Medieval, Pixel Art, Turn-based
Code licenseGNU General Public License v3.0 (GPL)
Asset licenseCreative Commons Zero v1.0 Universal
Average sessionAbout a half-hour
AccessibilityOne button

Development log


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Hi, I already know you've received a tonne of feedback here, but I would like to reiterate one point that has been made. Pawns should be able to promote when they reach the end. That would make the game more interesting as they won't just be dead weight forever. Especially on harder difficulties, if they come, promoting might be able to save a player's run, which would be interesting! Also, if promoting to a queen is too op, which it might be, you could just make it so you could only promote to a bishop or a knight, or maybe after a certain amount of moves, to a rook as well (maybe..). This would bring balance to the game and make sure it's not too OP, as queens and rooks are obviously very strong, and knights and bishops are not, but will still help your run out. But yeah, those are my suggestions, along with some harder modes. Great game! I enjoyed it.

This is a fun idea and you've executed it well. I enjoy the main gameplay but the game starts dragging a bit close to the end when you either have plenty of pieces in the upper rows but the enemies keep spawning in such a pattern that you just quite can't manage to snuff them all out in the same turn, or you're getting overrun with no realistic shot of turning the tide but the enemy turns take longer and longer.

If you find a way to balance the win/loss conditions, this game will be a total winner. You've already done a great job with this.

Also, the rule that you can continue your turn as long as you keep capturing pieces should be told more prominently.


thank you for your feedback!
Yes, we are working on a way to balance the mid-to-end game a bit more as well as making the rules and mechanics a bit more obvious :) Thank you very much for your insight!

Glad you enjoyed our game!


Thanks for creating this game. The concept is awsome!

I think some of the chess need more balance. Here are some of the through after I play the game:

1. The ability of removing Pawn is op. Not only we can move Rook at the first turn but also we can buy more Rook with the refund. 

2. Pawns need the promotion system to be useful.

3. 8 Rook (40 points) at the first line makes an easy win in all difficuties. In many case, it even casuse a one turn kill.

4. A surrender button wloud be great when there is no hope of winning.

Thanks for playing and thanks for the input! :) We're working on the things you've mentioned

Hey I understand chess but I don't understand the game. How are the enemies attacking with strange patters and ranges of attack? They do not seem to follow regular chess moves. Can you explain?

Of course! You and your figures follow mostly the normal chess rules. The except here is - you may do multiple turns in a row if you continously defeat enemies in them.

The enemies do not follow chess patterns but instead follow generic turn-based strategy game patterns. All of them act in one turn and they will move towards your castle (the bottom of the screen). The red area that is indicated on the enemies is their attack zone. If a figure stands in it, it will be defeated by an enemy.

The challenge in this game is to defeat enemies quicker than they can spawn while also trying to keep your figures out of the red danger zone.

The game is a bit too easy imo, but otherwise a lot of fun.

Thanks for your input! More and harder difficultys are already in the works


thank you for the feedback! Yea, we allready have some ideas to work on! :)

Hi, I've made a video about the game and wanted to share some feedback about it, hopefully it is useful to you ^^

-The concept of the game is really original and fun.

-The gameplay mechanics are really interesting and the random obstacles in the "map" makes the use of them more interesting.

-Visually the game looks nice and fits pretty well the theme of it.

-I've managed to break the game a few times, having a restart button with a key attached to it would have been good for those ocasions.

Hopefully this is useful to you :D, also if you could subscribe that would help me a lot :)


Thank you very much for the efford and feedback! We'll definitely take care of the breaking issues

Yes, as my friend allready said, thank you a lot! We'll keep working o try and prevent any issues that break it

awesome ^^, you are welcome and good luck with the development :D


awesome game and idea!

Thank you!


Really fun idea!

I found a 'bug' - if you capture with every one of your units, you can't end your turn phase and softlock. How about an 'end turn' button?

Thanks for reporting that!  We'll fix it in the next few days :)

Fixed it!

Loved it!

Glad that you liked it!

very cool game. I liked it :)

Thank you for your Feedback! :)