Really good presentation and concept, altough the balance isn't there, and for me that kills the fun.
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Hexagon is Bestagon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1866 | 2.906 | 2.906 |
Overall | #2489 | 2.813 | 2.813 |
Originality | #2601 | 2.906 | 2.906 |
Presentation | #2862 | 2.625 | 2.625 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
By joining the genes of arcade, space shooter and autobattler I have created a game where you join together ship pieces to build it as you go.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Really good music and I the visuals themselves were also good. The UI was a little confusing to figure out, and the yellow triangles hard to hit. I had a couple of instances where they got stuck on my ship, but I didnt die because I had a healing unit. Good game though.
I really like the idea and how you integrated different genres. I tried many runs to get most fun out of it but sadly you set difficulty level too harsh so that most people cannot enjoy your game. Here are some suggestions:
1. Triangles are essential variation of game but they're impossible to intentionally shoot them in current version of game. Making them slow is out of point(I really like how they maneuver) so you might want to either make projectile faster, use predicted shot(actually used in many high-speed shooters) instead of raw aiming, or add guided missile as a reliable option.
2. I'm not sure what was your thought on auto-fire, but since there are slow weapons like sniper or shotgun where timing is key, you should make player have control on firing. Alternatively, if your intention is to make this game more difficult and annoying, give some indicators of when each weapon is gonna fire like reloading gauge.
3. It seems like weapons shoot straight to the front instead of aiming at cursor direction. It can make some building strategy because most weapons are pretty useless when put in side hexes, but it feels very frustrating since I can't have strong focused firepower. Make every weapon aim at cursor and add basic predicted shot will be the most ideal control for your game imo.
There is also balance issues but in 48 hours game jam, I don't think that counts as flaw
Don't worry about long comment, I did enjoy your game and really liked it. I see a lot of potential and some improvements can make this game extremely appealing to everyone. You did well on jam and I believe you can do better afterward. Nice job and keep going!
Fairly straightforward idea, but well executed and oddly addicting
Probably need a health indicator? I wasn't sure how many hit does it take for the small enemies to kill me. The shooting/aiming part a little hard to get used to but I managed to. Quite interesting concept.
Nice idea. Quite fun to play. I find that it is quite hard to control and to see which tiles will die soon. Maybe give the game a bit more space so that a new player can actually react. Also the small enemies are hard to hit or I didn't understand the aiming system.
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