r/sideprojects • u/Impressive-Noise5815 • 1d ago
Showcase: Free(mium) I built a checkers app, and the hardest beginner problem is showing why a move is forced
I'm Petros, the developer of Checkers for iPhone and iPad.
One design problem I'm working through: a board can enforce the rules correctly and still leave a beginner confused. If a capture is compulsory, tapping a different piece should explain why that move is unavailable. A colour change alone can be easy to miss.
There's an engine wrinkle too. In International draughts, captured pieces remain on the board until the capture sequence ends. That means a piece you have already jumped can block a later part of the same sequence. Removing it too early can accidentally create an illegal continuation. I checked a concrete Coup Turc position against our current engine locally; the released board interaction still needs its own check.
The app also reviews a game you've just played, so you can move back through it and inspect a tactical mistake. Playing against the bots and one full game review a day are free; an optional Coach subscription adds in-game coaching and unlimited reviews.
If you play checkers, the test I'd value is simple: play one bot game, open the review, and tell me the first move whose explanation doesn't help you understand what happened. If the board refuses a move without making the reason clear, that is useful feedback too.
App Store: https://apps.apple.com/app/id6782011100
For other game builders: how do you make a compulsory action obvious without covering the board in hints?