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Full Pixel Chess Idle RPG update
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What changed
- Performance
- UI and audio
- Balance
Pixel Chess Idle RPG changes
I have successfully added a full particle and animation overlay to the game rendering logic to make the combat feel much heavier and more satisfying!
What was implemented
Death Shatter Particles When any piece gets killed, they now physically shatter into dozens of little flying pixel squares. The squares inherit the base color of the piece (white pieces shatter light bits, black pieces shatter into dark bits) and have gravity and friction applied, scattering across the board and fading out dynamically.
Screen Shake and Weakness Hits The main canvas now implements a context translation based on a global this.screenShake variable. If a piece hits an enemy and triggers the WEAKNESS multiplier (damage > 1.5x), the following happens:
The screen violently shakes in a 10px radius, scaling down.
A "WEAKNESS" floating text pops up in bright yellow font.
A large burst of bright yellow sparks erupts from the defender.
For standard hits without a weakness modifier, smaller sparks matching the attacker's color are emitted.
King's Rebirth Aura The White King now visually shows off the player's prestige! Based on the amount of stored rebirths (this.saveData.rebirths), a breathing, pulsing aura gradient is drawn directly underneath the King.
Level 1 to 4: Emits a sci-fi, glowing cyan aura.
Level 5+ : Upgrades into a massive, fiery crimson aura indicating high tier strength.
Source
Changelog.gg summarizes and formats this update. How we read updates.
