The short version
Merlin vs Alfonso sends a fictional wizard into King Alfonso X's court to learn "Ajedrez," a real medieval precursor to chess described in the king's own historical Libro de los juegos, and turns it into a Monument Valley-styled isometric puzzle game where Merlin walks a hand-drawn SVG castle and drags golden objects into place with telekinesis. js13kgames.com's own archived results rank it 2nd out of the entire 2023 field, with individual 3rd-place finishes for both Graphics and Innovation — a genuinely rare double. What makes this review's job easy is that the developer replied personally to nearly every competition comment, including the critical ones, and those exchanges are a better source for judging the mobile experience honestly than this review's own testing could produce alone: multiple players reported real friction around screen orientation and one specific device, and the developer apologised for it directly rather than disputing it.
Biggest strengths
- The central idea — telekinetically dragging gold objects while enemy chess pieces move by the actual historical rules from Alfonso X's own "Libro de los juegos" — is a genuinely original combination that js13kgames.com's own judges ranked 3rd for Innovation across the whole 2023 field
- The isometric SVG art style drew direct, repeated comparisons to Monument Valley from multiple competition judges independently, and earned a 3rd-place Graphics finish in a year with exceptionally strong competition
- Dialog and menu interactions were tested directly with real touch taps and worked cleanly and reliably every time, confirming the core UI layer is genuinely touch-functional rather than just theoretically so
Biggest weaknesses
- Multiple named players reported real mobile-specific friction, and the developer did not dispute it: one reported difficulty knowing "which orientation I should use" with "click-to- move" behaving differently in portrait mode, and the developer replied "apologies for the experience on mobile but I'm happy it worked on desktop" — a direct, first-party admission this review treats as authoritative
- A separate player reported a bad experience on an iPhone mini specifically, with the developer replying they'd tested on a regular iPhone but not the mini and asking whether the player had been in landscape mode — evidence of real device-specific inconsistency the developer was still working through as of the competition
- This review's own automated testing could reliably operate every dialog button via touch but could not conclusively verify the walk-to-point or drag-to-move mechanics on the simulated phone profile in the time available, so those specific mechanics are reported here via community evidence rather than this review's own direct confirmation
Who it's for: Fans of atmospheric, Monument Valley-style isometric puzzlers who don't mind a short but demanding chess-adjacent challenge
Our recommendation: Play it on desktop for the smoothest experience; on a phone, be ready to try rotating the screen if something doesn't respond as expected
7.5 / 10
A note on how this review was built: the developer has not published a licence for their own code (no LICENSE file, no statement in the repository beyond crediting the MIT-licensed ZzFXM and ZzFX audio libraries it uses). It's published here credited to Grav by name with a link to the developer's own GitHub repository, and with a same-day takedown offer standing if they'd prefer it not be hosted here.
King Alfonso X of Castile really did commission the Libro de los juegos, a 13th-century manuscript documenting the rules of games played at his court, including a chess-like game called Ajedrez. Merlin vs Alfonso takes that specific historical detail and builds a real puzzle mechanic on top of it: enemy pieces on each isometric level move according to rules pulled directly from that text, while you, playing as a fictionalised Merlin, drag gold-coloured objects with telekinesis and walk toward a goal tile, planning routes that account for how each chess-descended enemy will respond. It's a genuinely clever fusion of a real historical curiosity and a Monument-Valley-style spatial puzzle, and the reception reflects that: js13kgames.com's own archived 2023 results place it 2nd out of the entire competition field, with individual top-5 finishes in four separate judged categories including a 3rd-place finish for Innovation specifically.
An unusually well-documented mobile story, straight from the developer
This is the section where this review leans most heavily on a source better than its own testing: the developer's direct, public replies to the 28 comments this entry received. That's worth taking seriously as evidence, because it's the developer confirming or apologising for specific reports rather than a reviewer guessing. Ben Fox wrote that he "had some difficulty on Mobile initially as it wasn't clear which orientation I should use, and in Portrait mode the click-to-mo[ve]..." was inconsistent; the developer, posting as Grav, replied: "apologies for the experience on mobile but I'm happy it worked on desktop." Separately, John Edvard reported a rough experience "on iphone mini," and Grav replied: "I'm sorry about your experience on iphone mini, I did test on regular iphone, but not on the mini. Was it in landscape mode?" Both exchanges describe the same category of problem — screen orientation and device-specific inconsistency — from two independent players, neither disputed by the person who'd have every reason to push back if the reports were wrong.
That's not the whole picture, though, and it would be unfair to lead only with the criticism: Magnus Lindh, in a separate comment, called it "beautiful" and specifically noted it was "playable even on a touch device." Reading both sets of comments together, the fairest summary is that touch input fundamentally works, but the experience is meaningfully less polished on mobile than on desktop, particularly around orientation handling — exactly the kind of nuanced, real finding that first-party developer replies can surface better than an automated test in most cases.
This review's own testing adds one clean, positive data point to that picture: every dialog and menu interaction — dismissing tutorial text boxes, advancing between instruction screens — was tested with real touchscreen taps and worked correctly and consistently every time. What this testing could not conclusively confirm, given the time available, was the walk-to-point and drag-to-move mechanics specifically, which is exactly the layer the community reports above describe as the rough one. That alignment between an inconclusive automated test and a developer-acknowledged rough edge is itself a useful signal, even without a definitive first-hand result.
Presentation
The isometric SVG art is the easiest thing to say something confident about, because ten separate judges reached for the same comparison independently: Monument Valley. Confirmed directly in testing, Merlin's castle renders in flat, vivid jewel tones with genuine depth cues — arrows and highlighted objects use a distinct cyan that reads clearly against the purple stonework — and the developer confirmed in the comments that the entire scene, characters included, is built from SVG paths rather than raster art or canvas drawing, an unusual and effective choice for a puzzle game built to a strict size budget.
Final verdict
Merlin vs Alfonso earns its 2nd-place finish honestly: a genuinely original mechanic grounded in real medieval history, presented in a style distinctive enough that a room full of competition judges named the same visual influence independently. What keeps this at a 7.5 rather than higher is the mobile experience specifically — not because it doesn't work, but because the developer's own direct replies to real players describe orientation confusion and device-specific inconsistency that this review has no reason to doubt. Play it, but play it on a desktop first if you have the option, and don't be surprised if a phone needs a rotation or two to feel right.
Pros and cons
Pros
- The central idea — telekinetically dragging gold objects while enemy chess pieces move by the actual historical rules from Alfonso X's own "Libro de los juegos" — is a genuinely original combination that js13kgames.com's own judges ranked 3rd for Innovation across the whole 2023 field
- The isometric SVG art style drew direct, repeated comparisons to Monument Valley from multiple competition judges independently, and earned a 3rd-place Graphics finish in a year with exceptionally strong competition
- Dialog and menu interactions were tested directly with real touch taps and worked cleanly and reliably every time, confirming the core UI layer is genuinely touch-functional rather than just theoretically so
- The developer personally replied to nearly every one of the 28 competition comments, including critical ones, which gives this review unusually reliable first-party evidence about where the mobile experience does and doesn't hold up, rather than having to guess
- js13kgames.com's own archived 2023 results are independently checkable and exceptional: 2nd place overall out of that year's full field, with individual top-5 finishes in four separate judged categories
Cons
- Multiple named players reported real mobile-specific friction, and the developer did not dispute it: one reported difficulty knowing "which orientation I should use" with "click-to- move" behaving differently in portrait mode, and the developer replied "apologies for the experience on mobile but I'm happy it worked on desktop" — a direct, first-party admission this review treats as authoritative
- A separate player reported a bad experience on an iPhone mini specifically, with the developer replying they'd tested on a regular iPhone but not the mini and asking whether the player had been in landscape mode — evidence of real device-specific inconsistency the developer was still working through as of the competition
- This review's own automated testing could reliably operate every dialog button via touch but could not conclusively verify the walk-to-point or drag-to-move mechanics on the simulated phone profile in the time available, so those specific mechanics are reported here via community evidence rather than this review's own direct confirmation
- Several players, including very positive ones, asked for more levels, and a couple found the later puzzles' difficulty spike confusing rather than satisfying — the developer's own reply agreed the non-isometric instruction screens likely contributed to that confusion