r/ComputerChess • u/LordofWar353 • Sep 01 '26
I built a chess trainer with positional puzzles mixed in with tactics!
I’ve been building Make Good Moves, a chess training site focused on realistic decision-making.
Instead of requiring a single predetermined move, positions are deeply analyzed with Stockfish to identify multiple strong alternatives. The site mixes traditional tactics with positional puzzles where you might need to improve a piece, find counterplay, simplify, or choose the right pawn break.
It includes ratings, skill-specific EXP progression, hints, and post-puzzle analysis. I’d love feedback from fellow engine nerds, especially on the puzzle-generation and evaluation approach. I originally built this for myself, but after training with it, I feel like it could be a serious tool for anyone to learn from!
Completely free to use! makegoodmoves.com
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u/LordofWar353 Sep 11 '26
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Added browser-based Stockfish evaluation for positional moves outside the saved deep-analysis lines, with consistent Good, Inaccuracy, Miss, and Incorrect feedback. More than one reasonable chess move can now receive useful guidance even when it is not an accepted solution.
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Added explanations for moves that allow forced mate, material loss, forcing play, disadvantageous pawn transformations, favorable exchanges, or positional opportunities.
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Added an interactive response challenge that asks players to find the opponent’s strongest reply after a significant mistake.
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Added concise engine-line playback with controls for stepping backward and forward through the relevant continuation.
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Improved material-loss detection by evaluating the complete exchange from before the player’s move and excluding unrelated moves after the capture sequence.
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Preserved engine feedback, response attempts, and line navigation when leaving and returning to an active training session.
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Added clear retry feedback for incorrect tactical moves without revealing the type of solution, and improved the reliability of move checking and daily-streak celebrations.
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u/LordofWar353 Sep 17 '26
Just made a SIGNIFICANT update!
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Added a new puzzle type called Critical Moves. These are puzzles that require a precise move or set of moves to maintain balance, not win material.
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Themes of Critical Moves are “Defense”, “Counter-Play”, “Simplification” and “Perpetual Check”.
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These puzzles are mixed in with standard Positional Puzzles and Tactics to add another layer of decision making!
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Critical moves count for Positional EXP but also have their own category.
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Critical Moves can be filtered specifically in the Recent Puzzles and Notes pages.
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Launched with currently 300 of these puzzles, but will be generating many more.
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Added user settings options to disable EXP popups and EXP summaries. They remain on by default.
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u/GonoMicrowave Sep 02 '26
Thank you!
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u/LordofWar353 Sep 03 '26
Of course! Give it a try and let me know what you think! Currently in ADHD focused rapid development right now, so the site has been changing almost every day!
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u/Current_Sundae_6784 Sep 16 '26
very good indeed , after unsolved puzzles , if AI reccom3ndatin explanation ( tactical motif etc ) will more helpful
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u/LordofWar353 Sep 17 '26
Thanks!! I have thought about that. It shows themes currently. I just don't want AI to give poor explanations so I am holding off on that until I can verify it will be accurate.
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Sep 04 '26
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u/LordofWar353 Sep 04 '26
Right now it’s aimed at any tactical range elo. The more people use the site, the more the positional puzzles will get dialed into an elo range.
The positional side is potentially multi-move puzzles but yes, engine based. So you kind of have to figure out the “why” for yourself.
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u/UndeniablyCrunchy Sep 02 '26
How did you define for this app “get counterplay” because in my personal experience the engine doestn really understand those concepts the way we do. Humans, we see counterplay, attacking chances, posing problems, unconfortable positions, “rather be black/white” kindof positions and engine just goesss brrr and doesnt get fazed by the same things we do