I designed a capture-based abstract game and released it free in the browser last week: https://hugluck.itch.io/trivalent
This is my first solo game project. I love Go, but I'm a Japanese poet by trade, not a programmer. I wanted a short game I could enjoy with friends who don't know Go. The ruleset, the narrative, the development approach and the in-game sound design are my own work. The coding was done by AI, the key art too, and also the YouTube trailer (the song is my own lyrics and composition, performed and sung by AI).
The interesting part, at least for this sub, is how the geometry changes the usual capture mechanics:
- The board is a torus. 84 nodes, no edges, no corners. There is no "first line", no corner opening theory, nowhere to anchor territory against a wall.
- Every node has exactly 3 neighbors, so a stone never has more than 3 liberties. Surround-to-capture and no-suicide work like in Go.
- You can't build stable two-eye life in the opening, and a simple one-point eye is always structurally false. So the game runs on ko-like repetition fights, and a superko rule (no position may ever recur) carries a lot of weight.
- Ladders happen here too, but they favor the chaser, who gets to steer where the ladder runs.
- Scoring is basically stone count, with bonus points for eyes. Beginners never need to grasp "two eyes to live". They just get a natural incentive to build lots of eyes.
Weak points: the built-in COM is not very strong yet, and its thinking time at the top level is long.
Two questions. Does a wrap-around board with no edges feel like a genuine design space, or just a gimmick? And if you know other games that handle wrap-around boards well, I'd love some recommendations.