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A jam submission

Hexxed by Team 2View game page

Very basic build, spawner is delaying the first wave for an entire wave timer please be patient.
Submitted by OnTheBus505 — 11 days, 12 hours before the deadline
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Hexxed by Team 2's itch.io page

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Comments

(1 edit)

Good job guys! Obviously there's still a long ways to go, but I like the direction that's it's going so far. Here are some notes (I tried not to go over obvious stuff, all y'all are probably already aware of those):

  • I think the melee attack could use some improvement. My main problem with it is that it only does damage for the very moment that the "yellow lightning" spawns. Yet, the "yellow lightning" still stays on screen for about 2 seconds, which makes me think it'll still do damage to enemies that touch it (but it doesn't). I recommend to either only show the "yellow lightning" for a moment as to not confuse the player, or to make it do damage for the entire 2 seconds.
  • I like the projectile mode, although personally I would prefer if you aimed using the mouse instead of having to turn your character in a specific direction to aim. That may just be me though.
  • I know you guys are probably using a lot of temp assets, but I would like the game to have a more centralized art direction. With the character being pixelated, the background looking like a Google Image, and the enemies looking hand drawn. It's just not very consistent.

I liked the way the directional combat played out. It would be more entertaining for the enemies to have different attributes other than speed, once all the super fast enemies were immediately dead the game was just me standing still waiting for the orbs to finally die, and once the orbs started to build up as i couldn't even kill them in time for the next wave. I'm also unsure on what the pickups were. Overall i like the concept. i think that once all the enemies are dead the wave should refresh immediately as well.

This is good so far. I enjoyed the different enemy types and movement felt good in both modes. There was an instance where I was playing the melee aoe mode and the ghost and grey circles pushed me off of the screen towards the bottom. I wasn't really able to replicate this in other attempts, so I'm not sure what happened. Also, I wasn't sure what the enemies dropped after they died, and it would be helpful to indicate that. Overall, I think that this will be pretty good once the player's health is implemented along with the GUI elements.

Submitted

Seems like it's coming along well! Once a health bar gets added though it might make the game a good amount more difficult, I noticed that sometimes there was not enough room to run away from the monsters.

Cool so far! Are you gonna implement autoaiming like in Vampire Survivors or are you moving away from that concept? It's a bit barebones at the moment but I am excited to see where it goes! Also maybe add some popup text to say what the upgrades do? Goodluck with the rest of your project!

I like the concept, the movement of the character around the environment, the dagger throwing were all very smooth and well paced; additionally, the enemy concepts were very well done. I would have like a pause screen, but that's always a work in progress. There really wasn't an end goal, and no player or enemy injury indication. Although I like the game, it something that I'm sure I would get on my phone.

The movement feels smooth.
The Bubble and Ghost have very high health and for a while I wasnt even sure if I was hitting them. Definitely maybe some health changes to them or increased damage to the player. 
The player attacks are hard to tell if its just that location that the animation pops up over or if it goes further. It seemed to kill players outside of the blast area, but unsure if that was supposed to happen. 
Maybe some wave information too to know which wave we are currently on and possibly more information on attacks from the player. 
Other than that definitely looks like one of the survivor game styles just on a smaller map.

I think the movement for the game feels great but I think it needs more feedback to the player like noises when you pick things up and maybe some ambient noise or music.

Hi, team 2, thanks for pointing out there is a delay for the wave timer I was a bit confused at first but other than that I'm glad to see that you have come this far and in my opinion nail the feel of games like Vampire survivors when it comes to movement and combat. My only suggestions based on this build are that the bubble and ghost enemies seem to have a lot of health for being common enemies so maybe they could be lowered a bit and that I would like to see more consistent enemy spawns in between the big waves so that the player can see constant pressure for the duration of the timer.  

Submitted

Fun game! I don't know what's happening exactly, hopefully you can flesh things out a little more.