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A jam submission

Project HexagonView game page

Tile Based Tower Defense
Submitted by LewLHere, Leroyklotz — 23 hours, 8 minutes before the deadline
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Play Project Hexagon

Project Hexagon's itch.io page

Results

CriteriaRankScore*Raw Score
Mechanics#1193.6433.643
Sound#2133.1073.107
Music#2833.1793.179
Fun#3473.0713.071
Aesthetics#3583.2863.286
Theme#4342.7502.750
Story#4862.0362.036

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game total?
2

Did you use any existing assets? If so, list them below.
SFX,Music,Fonts,Textures (See "Sources" on GitHub or Itch.io page on the bottom.)

Link to your source?
https://github.com/LewLHere/ProjectHexagon

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 20 to 1 of 26 · Previous page · First page
Submitted(+1)

Great game! It was very well designed and super addicting.

Developer

Hi Hamster_steve, 


addicting is exactly what we aimed for - hah! Very happy you enjoyed our game & hopefully you managed to survive a couple of waves, 25 is the last one!

Submitted(+1)

Very impressive. I did struggle with the concept but i'm in awe of what's gone into the project

Developer

Thank you for your comment!

The entry hurdle and learning curve might indeed be a bit steep, nontheless I hope you managed to set up a tower or two and kill a couple of Zombies!

Submitted

I certainly did. If that's what you can make with 10 days I'd be amazed what you could do with a month!

Submitted(+1)

the game looks super impressive and interesting, but it's nearly unplayable for me on webGL - too bad there's no downloadable .exe;-( I'd come back for that...

i tried webGL for my game too and had a similar result - lots of webGL games in this competetion run really poorly for me. maybe there's something wrong with my computer...

Developer

Hey mate, we had someone playtest this before publish and apparently some browsers (namely Chrome) perform worse than Firefox and Opera when it comes to WebGL. In our humble opinion WebGL games simply attract more players as not everyone's willing to download a lot of .exe files - thats why we opted for WebGL, if another browser works, let us know - thanks for the feedback either way <3

Submitted(+1)

i'm terribly sorry - i just learned in the gamedev.tv live chat, that there is a "hardware acceleration" option that can be turned on in the settings...and it was turned off in mine!!! 
I'm building my own webGL version right now, but I'll be back to the hexagons soon!

Submitted(+1)

Love menu and interface. That's awesome. Great game.

Developer(+1)

Thank you Petraefa for playing & your comment - glad you enjoyed some of the visuals and hopefully it was enjoyable shooting some Zombies down!

Submitted(+1)

I got some. And i got some necromancers :P I played it on stream if you wanna see :P. Playing submissions for the Gamedev.TV Game Jam https://itch.io/jam/gamedevtv-jam-2022 #GDTVJAM - Twitch  

Submitted(+1)

Nice. This game is amazing and has so much potential. You put so much thought into this and it shows. It's good, although it could use a bit of a visual facelift, it would take it to the next level. Especially since it's hard to tell what is going on and which is which. Overall love it! Very unique from the rest.

Developer

Thanks a lot for taking the time to play & comment, really means a lot! We *might* have taken a shortcut, did dodge some polish/adding tooltips and explain what's what for time reasons and went immediately from satisfying UI & Mechanics towards playtesting & balancing!

Once more - thanks and glad you enjoyed it!

Submitted(+1)

a little hard to understand what is going on but good looking game

Submitted(+3)

Nicely done! I had some problems learning the mechanics at first, mainly because I always putted my resource collector in the center (I thought it would optimize my gathering, because I touched 6 hexagons). Unfortunately, I couldn't build anything else, soI  changed strategy. I started by building my towers and then making my resources, it all went well :-)

I got to the 9 wave in the easiest level, but when enemies got too much life I couldn't destroy them (I learned too late that I could upgrade my traps...).

And it felt really nice to construct the path to the enemies, really, really fun! The other resources arrived a little late in my opinion, because I wanted to test and improve everything :-)

Thanks for the game, really nice entry!

Developer (2 edits) (+1)

Hi Patrick & thanks for the feedback. First, glad that you enjoyed a few rounds and had a little learning curve doing so!


On the "Islands" & "4 Seasons" Boards the resources other than yellow do indeed arrive a bit late, if we rework the boards that's definitely a top priority to make all boards enjoyable - trying out "Random", "Horizontal" or "Vertical" definitely cover all the aspects of the game - and makes it harder as the enemies get buffs on different coloured tiles!

Wave 9 is already further than some of our own playthroughs, so good job on that!

The efficieny of harvesters will always be the same, as the harvesters will just skip the "empty" tiles if you build it on the border and harvest the active tiles more often!


Again - thanks for testing and GG!

Submitted(+1)

I was about to write the same feedback. Looks like there's no need for that. Other than that, the game's good, thanks for the game. And nice UI and art.

Submitted(+2)

It was really fun but very hard to learn.

Developer

But you learned? :D How far did you get?

Thank you for your comment!

Submitted(+1)

I got to around 10 layer of hexagons

Submitted(+2)

Definitely needs tooltips, especially since it launches in a full screen window, you lose the instructions. I had to go back a couple of times and I still really only got the hang of the harvesters and towers. I see from one of your comments below that putting the harvester in the middle is a mistake so I might go back and try again!
I don't think the easy maps are as easy as you think. The four seasons you have to wait ages for the map to expand to get  different resources. I'm not sure what triggered the map expanding?
Overall, I didn't really understand the win/lose mechanic until I read all the way to the bottom of the description page! I kept pressing alt hoping that it would somehow toggle some health bar on for me (it didn't seem to do anything). When I understood the point was to stop the necromancer I could see why I lost. Is there a way to win?
After many goes I was able to make it to wave 6 on easy mode.

I know we've all made sacrifices to get our games out in time but some tooltips, and a little more instruction/feedback would be a huge improvement. Just from the game itself I didn't really understand the story or the connection to the theme (tbh, it took me ages to realise they were zombies, I thought the blue guy was me and all the hand waving was expanding my map) I did like the creepy laugh when a necromancer was spawned, that was a nice bit of feedback

Developer

Hey Ryan! Thank you for your extensive comment and all the valuable feedback you've included. 
The game is challenging as is, even for us. So there might be some ground to be gained in terms of balance. At the same time we thought, well "we're generally terrible.. surely other people will be able to come up with much better strategies than us, right?". 

Well, turns out that the first step in enabling others to do so would be to explain a bit more how it works. The itch page itself contains most of the explanation so theoretically you could get up to speed there, but it'd still take a couple runs undoubtedly. Tooltips and tutorial to be added, I completely agree.

There is a way to win! The last wave is wave 25, if you beat that then you win. But I'll be honest with you, only Lewl has managed to do so. Myself I've not gotten past wave 14 or so. 
The map should expand with 1 ring every 2 waves. And as you rightfully stated, when the zombie reaches the end a necromancer spawns. If the necromancer reaches the end then you've lost. That would be the concept that relates to the theme, where the death of the zombie is the beginning of the necromancer.

All that said and done, thanks again for your extensive response to our creation, much much appreciated!

Submitted(+2)

Interesting game but took a while before all the icons made sense. Try to add a description/name to each icon or add it to your description/how to play

Developer

Thanks for the feedback bjorvack. We've tried our best to make the icons resemble the buildings in a way, however I can completely understand that that itself only starts to make sense after you're familiar with the buildings.  Anyone that is not yet familiar would need to be brought up to speed with some help info/tooltips. 

Appreciate you stuck with it in order for it to make some sense though! :D

Submitted(+1)

It's challenging and i enjoyed that!

Developer

Hey Seth! Thank you for your comment. What level did you play on which difficulty setting? And how far did you get?

Submitted(+2)

Great submission! I really liked the mechanics for the this tower defense. A hexagon strategic board that expands and changes up the enemies paths? Genius. Going the extra mile to add in other maps and difficulty modes was a nice touch as well since that helped me understand what was going on.

Developer(+1)

Hey Stealthyshiroean, thank you for your comment, it is much appreciated! 

Very glad to hear you've enjoyed the general idea of the game. I'd say we're quite pleased with the general concept/potential and  the puzzle idea as well. Evidently, and that is confirmed in the feedback, some clarifications as to how the game should be played and what the goal is would be a welcome addition.

Submitted(+1)

Yo, I love the concept and the execution! The map expanding was a huge wow factor! It felt quite abstract at first, but after a few tries I finally understood what the weird symbols meant. Would be nice to have tooltip that explains what something is when you hover over it. I also had the same problem as BeachBlock Games where I wanted to be able to play with all of the coloured resources even as a beginner. All in all it was a fun expanding tower defense game. I hope it continues to see development, would love to see a polished version!

Developer(+1)

Hi Lewis, thanks for leaving your feedback!

Glad you enjoyed a few runs with our game - we are aware of Islands & 4 Seasons being a bit simple in terms of player-choices, as you unlock everything other than Harvesters & Towers Level 1 only after a couple of waves, if we revisit our maps that would definitely be something to keep an eye on. Regarding the lack of tutorial / tooltips,  this is something we learned now! For the Designers - who obviously understand the systems - it all feels very natural and maybe even super obvious, but how would someone else know that not bulding a Harvester - or building said Harvester on the center tile wave 1 - would put you in a dead end?  Once again, thank you and we have some ideas to work on tutorial, more maps, map generation, different races to choose from, other enemies... eventually we had to make the cut for scope reasons!

Submitted(+2)

Good job! It is fun but a little bit too hard for me. Audio choices are great.

Developer (1 edit)

Thanks for your feedback Ali Yagmur! Which map did you play, on what difficulty and what wave did you manage to reach?

Submitted

Easy mod, mixed colored map. I think it was wave 5 or 6. There might be a bug about receiving sources for building defence, I am not sure if it works that way but killing things didn't give me anything.

Developer

Nice! That's a decent result for a first few runs or so. (My favorite map too!)

It is true that you don't get resources from killing enemies! There is a harvester tower which collects resources for you over time! It is the building on the top left that looks like a coffin. You definitely need to build one of those, otherwise.. Yeah. You don't get resources like you said :D

Thanks for the feedback!

Submitted(+2)

Took me a bit to figure out what I was supposed to do. Turns out a lot of my problem was that the far left "easy" map doesn't open up the colored resources for a while. switching to the next easy map helped me understand the game a bit better. I have to echo the others, some in-game help in the ui would be good.

Developer(+1)

Thank you for playing our game and your feedback! 

That makes 2 of us! I still don't know how to win the game, I think I managed to get to level 6 on easy mode on the "horizontal" map. Uff. Surely some elite gamer will finish it though, right!? Let's see. Some ingame explanations would serve well, agreed. Thank you!

As for the maps, we kind of made all the maps at once before testing them. When we got to testing we realized that some of them were quite stale at the start with a very white center. In the end this results in those maps being a little easier at the start (but also quite challenging at the later stages). 

Glad you've pulled through, managed to grasp the concept and leave some valuable feedback here. Thanks again!

Submitted(+2)

Neat! Hard to understand due to lack of in-game information, but the game page and some observation helped.

I like how you can't place buildings on tiles where a collector is operating, so placing them hurts you in some way. Though a cheesy workaround is placing collectors after other buildings, worth looking into.

When a necromancer appears it feels like an instant game over since they are really hard to kill. But I absolutely loved how there's no health system and the enemies just resurrect as a more dangerous one.

Developer(+1)

Thank you for our game and your feedback Don Tnowe!

I think we're very much in agreement about the learning curve being quite steep and the benefit of having a little more explanation in the game itself. On top of that the game is quite challenging, you definitely need a handful of attempts before you get the hang of it, which in a Jam with 900 games might turn some people off. But thanks for sticking through and providing some useful, much needed feedback!

We were aware of the cheesy workaround you mention! I don't quite recall if it was implemented intentionally like that in the first place, but I do know that we kept it in intentionally as to add a little more "puzzle" to the game and provide opportunity to try different strategies and make building placement one of the most vital aspects of the game.

What would you have done differently to balance the game out more? 

Submitted

Thing I'd change, perhaps just make the necromancer less tanky or with a more predictable path.

Submitted(+2)

I love the evil laughs intermixed with the music. Great work on the game! :D

Developer

Thank you for playing our game and leaving a comment, it is much appreciated!

Submitted(+2)

Love it. Its original its tough and you really have to plan

Developer(+1)

Thank you! The intention was to make it quite puzzly indeed, I think we've achieved that, especially on the early stages. (maybe overdone it a bit ha!)

Jam Host(+1)

Hi there, your GitHub link returns a 404. Is it set to private? Please make it public.

Developer

Hi, yes it was indeed, thanks for the reminder and should be fixed now!

Viewing comments 20 to 1 of 26 · Previous page · First page