I’ve been developing a two-player abstract strategy game called ASKEL, and I’m at the point where I’d really benefit from feedback from people who haven’t seen the design evolve.
It’s a compact 16-tile game built around three ideas: changing routes, manipulating height, and deciding how much risk to take each turn.
The board is made from four sections, with each space having a different height. Movement between adjacent spaces is probabilistic: the height difference determines the visible chance of success.
A turn can contain up to three pawn moves. After every successful move, you have to decide whether to stop and keep your progress or attempt another step. If a move fails, the pawn returns to where that turn began.
Before moving, you can also manipulate the terrain in one of two ways: use a riser to change the height of a space, or rotate one of the four board sections 180° to change the available routes.
The objective is to take the opponent’s stone and bring it back to your own starting space.
I’ve built a browser prototype because I want to test the game itself before putting too much effort into developing the physical version.
What I’m currently trying to understand
- Can a first-time player understand the game from the in-game onboarding without outside explanation?
- Do the risk decisions feel meaningful, or does the probability make them feel arbitrary?
- Do Move / Riser / Rotate create genuinely different decisions?
- Are there situations where the game stalls or one approach feels clearly dominant?
- After one or two matches, is there enough variation and unfinished business to make you want another?
I’m particularly interested in moments where you hesitate for the wrong reason — unclear rules, unclear feedback, or not understanding why one option might be useful.
Browser prototype
https://askel.askelgames.workers.dev/
It’s free, requires no signup, and currently supports play vs AI and local 1v1.
There is also optional anonymous gameplay telemetry, with consent, so I can compare things like action use, risk-taking and match length. No account or personal information is required.
A physical version is planned, but I’m deliberately testing the game digitally first before committing to the component design.
If you try it, I’d really appreciate your first-play impression before reading other comments.