★ TouchArcade needs your help. Click here to support us on Patreon.
App description: Hipsta Chez is a smart and addictive time killer, similar to gem/jewel games!
There's no other player, no checkmate. Line up 4 or more chess pieces to clear them off the board.
Sounds simple? The trick is that pieces only move like they do in real chess! Check out http://hipstachez.com for demo video.

A Match 3 game on steroids
Gameplay similar to gem/jewel games
Play for hours or minutes
Smart and addictive gameplay
Blitz game modes for those who dare
Full Game Center integration
Multiple leaderboards and achievements
Compete in real time with your friends
Unlock achievements to increase multiplier
Line up crazy combos for mega scores
Bonuses will help you get to millions

Don't be afraid to try it out, tutorial will teach all there is to know about the game, and game hints will help you make first steps.

Even if you never liked chess, remember, Hipsta Chez is totally not chess! Its simplicity will amaze and entertain you!

TouchArcade.com - "Hipsta Chez goes further than most match-3s in creating a smart and thoughtful experience."

AppAdvice.com - "Hipsta Chez turns the game of chess on its head and then has it breakdance."

SlideToPlay.com - "Hipsta Chez is incredibly addictive, and also an interesting experiment in genre mash-ups."

LordGek's comments:
I snagged this as soon as I read about it on the front page. It's a clever hybrid of Lines (move a pieces so as to connect a row of four or more of the same color to eliminate them or new pieces will be added to the board) but in a Chess theme (there are only two colors and the randomly spawned pieces can only move according to their real life Chess piece counterparts). On top of simply the clever gameplay, they take a page from Tiny Wings and offer up dozens of achievements the player can earn to increase the base points multiplier.

Recently given a front page feature:
http://toucharcade.com/2011/09/14/hi...t-quite-chess/


Youtube link | Pop Up


09-16-2011, 03:58 AM
#2
Joined: Sep 2011
Posts: 3
How many achievements did you manage to unlock? Last tier achievements look insanely difficult. But overall this is definitely very addictive.

09-16-2011, 05:09 AM
#3
Joined: Feb 2009
Location: Saratoga, CA, USA
Posts: 11,774
Quote:
Originally Posted by DanSilov View Post
How many achievements did you manage to unlock? Last tier achievements look insanely difficult. But overall this is definitely very addictive.
I'm at the x3 multiplier at the moment as I have yet to do much of the Bliz modes.

Tim "Lord Gek" Jordan, Game Consultant
Twitter: LordGek
GameCenter, iTunes: Lord Gek
My iTunes Reviews
09-16-2011, 02:06 PM
#4
Joined: Sep 2011
Posts: 3
I'm x6, but those blitz achievements are tough. Not sure how can you hold for 30 minutes with 5 seconds per move. But the longer you play, easier it gets to spot potential lines.
09-16-2011, 11:35 PM
#5
Joined: Feb 2009
Location: Saratoga, CA, USA
Posts: 11,774
Some potential new mode ideas!

Having my first 8,000+ game of Normal today I realized that past a certain point it may not get easier, but it isn't getting any tougher. I now better understand why the dev appears to have pushed folk towards the various timed modes as then, with the pressure of time limits, it will certainly make things feel much tougher to maintain a good game going for too long.

What I think would be nice is something that would increase the difficulty without resorting to time limits and think I have a neat hazard/obstacle that could be introduced in a new untimed mode (heck, this could also have the same timed variants as well, I guess).

Siberian Gambit:

Every new piece that spawns into the game has a chance of being "frozen" with the odds of getting a frozen piece (or more than 1 even) increasing based on how many moves have been made in the game so far.

Frozen pieces can't be moved themselves but can still be a part of a reaction. If used as a piece in a normal grouping, as opposed to disappearing with the other pieces, this piece would lose its frozen status but remain in place. On the other hand, if this piece were to be captured by an opposite colored piece, than it would immediately be replaced (allowing piece capturing as a viable shortcut around this new hazard although, if the capture doesn't result in a clearing, it will still carry that harsh extra piece spawning penalty).

One foreseeable problem with all of this is that there easily could become a point where too many of the pieces on the board are frozen. One possible solution then would be to have all frozen pieces automatically thaw all by themselves after 2 turns or so (maybe it should be a longer delay or, if wanting to keep stuff random, maybe each frozen piece only has some ever increasing chance of thawing each turn it is on the board so that their thawing is never something one can easily plan for). If we go with this self thawing idea we also could introduce the concept of a piece only being "half-frozen" (it still can't be moved but if used in a reaction it would be knocked into reserve like any normal piece).

So what do you think?

Tim "Lord Gek" Jordan, Game Consultant
Twitter: LordGek
GameCenter, iTunes: Lord Gek
My iTunes Reviews
09-19-2011, 07:01 AM
#6
LordGek, thank you for the great feedback, this certainly helps knowing that people are finding the game interesting/exciting enough.

The idea with frozen pieces is quite interesting. We are considering an "Arcade" mode with various power-ups, but this "Siberian Gambit" can easily be a mode of its own. We will have an internal test of the idea to see if it's feasible and/or interesting enough.

As you correctly noticed, the game is not difficult when you get the hang of it, and you can play for hours (or even days, thus some achievements). We submit scores to Game Center every 15-20 minutes of game time, so this creates possibility for long realtime competitions. It will be more interesting when more players try the game.

In many ways we depend on the game adoption scale, we can only start working on new game modes if the game picks up a little. At the moment sales are far from great despite a number of very positive reviews. We are working on an update to prepare the game for a promotion in October, and that would be the time to see if we continue working on Hipsta Chez or move to other projects.
09-19-2011, 07:57 AM
#7
Joined: Nov 2009
Posts: 5,146
Quote:
Originally Posted by Silent Apps Team View Post
In many ways we depend on the game adoption scale, we can only start working on new game modes if the game picks up a little. At the moment sales are far from great despite a number of very positive reviews. We are working on an update to prepare the game for a promotion in October, and that would be the time to see if we continue working on Hipsta Chez or move to other projects.
I think the problem is this game does not appear to be completely sure of what it's trying to be or whom it's aimed at. Casual puzzle game fans are probably put off by the idea of chess, and are drawn more towards games with more bells and whistles. Chess fans are probably put off by the use of "Chez" and view it as somewhat juvenile.

Personally, I've looked at this game a number of times and pondered picking it up, but each time came away with that "neither fish nor fowl" impression.
09-19-2011, 07:59 AM
#8
Joined: Feb 2009
Location: Saratoga, CA, USA
Posts: 11,774
Quote:
Originally Posted by Silent Apps Team View Post
LordGek, thank you for the great feedback, this certainly helps knowing that people are finding the game interesting/exciting enough.

The idea with frozen pieces is quite interesting. We are considering an "Arcade" mode with various power-ups, but this "Siberian Gambit" can easily be a mode of its own. We will have an internal test of the idea to see if it's feasible and/or interesting enough.

As you correctly noticed, the game is not difficult when you get the hang of it, and you can play for hours (or even days, thus some achievements). We submit scores to Game Center every 15-20 minutes of game time, so this creates possibility for long realtime competitions. It will be more interesting when more players try the game.

In many ways we depend on the game adoption scale, we can only start working on new game modes if the game picks up a little. At the moment sales are far from great despite a number of very positive reviews. We are working on an update to prepare the game for a promotion in October, and that would be the time to see if we continue working on Hipsta Chez or move to other projects.
I sadly understand the reality here and HOPE things improve. As much as I like the game I get how you're in a bit of a tricky spot with this game, casual gamers, no matter how clear you try to make it in the description, will think this is one of those "Chess Puzzle" games and the serious Chess fans will likely take issue that this ISN'T a typical Chess Sim/Puzzle game.

Tim "Lord Gek" Jordan, Game Consultant
Twitter: LordGek
GameCenter, iTunes: Lord Gek
My iTunes Reviews
09-19-2011, 04:10 PM
#9
Quote:
Originally Posted by LordGek View Post
I sadly understand the reality here and HOPE things improve. As much as I like the game I get how you're in a bit of a tricky spot with this game, casual gamers, no matter how clear you try to make it in the description, will think this is one of those "Chess Puzzle" games and the serious Chess fans will likely take issue that this ISN'T a typical Chess Sim/Puzzle game.
Yes, unfortunately we also realize this problem, and have actually realized it from the the very beginning, even before we started. But we loved the idea so much that we decided to give it a shot anyway. That is why we tried to create not-so-serious theme, but so far not successfully.

Any advice here would be welcome. I guess in the end we aim mostly at casual players, chess professionals will dismiss the game as a casual anyway, even if call it proper "Chess", plus real chess lovers are sadly low in numbers for any game to become a real success.
10-17-2011, 06:37 AM
#10
Hipsta Chez is currently free for a limited time! So we welcome everyone who hesitated before to give it a try.

In addition to that we made the app a universal binary, so it plays nice on iPad as well.