It's good to play a game with different ideas. I liked the visuals and it seems very polished. As only complain, I would like to see a more interesting ways of using the scaling hability. At the end it seems like some kind of defense action but I didn't find too useful to move in the smaller size for example. Anyway you did a really good job, congratulations!
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Battle of the Hexes's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #771 | 3.872 | 3.872 |
Overall | #1626 | 3.444 | 3.444 |
Style | #1867 | 3.487 | 3.487 |
Enjoyment | #2630 | 2.974 | 2.974 |
Ranked from 39 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?
I used the term scale in the size-sense. I created a hex based combat game, where each hex contains its own smaller hex board. Players can shrink down to enter the smaller hex boards, and grow to reenter the main top-level board. Controlling small-scale hex boards gives bonuses on the top-level large scale board.
Development Time
(Optional) Please credit all assets you've used
Music from: https://www.steven-obrien.net/
Sound Effects from: https://splice.com/
Will also credit on the game's page
Comments
I got really sucked into this one: love a tactical game that's unique but also simple and elegant.
Super unique idea. I was blown away by the complexity that could be squeezed out of a simple concept. The AI wasn't the best opponent, but it didn't actively ruin the experience.
Blow my mind ! This game is super unique, sadly i'm terrible at your game but i still really enjoyed it :D
Really great idea, I feel like you should hint more towards the use of the smaller levels since if you haven't pressed the rules button you don't see any use for it. Maybe by making the player start with one or two elements in the smaller board so it shows that it's here for a reason or something. But other than that I pretty much liked the game and the way it needs you to be strategic even if the concept is simple.
I love this! I really like the concept. I really like a multiplayer version of this (obviously not for the GameJam: D). The first time I didn't read the rules properly and basically never shrunk down to the smaller battlefields but on my second round I tried to deal as much damage as possible. It would also be quite fun if you could shrink down again in the smaller battlefields, but that might get too confusing at some point :D Good job!
I love the visuals. Cool concept. The AI did not do a great job in showcasing the full potential of this game (totally understandable). I think the concept is worth exploring more, it feels interesting.
Intersting take on the theme, if you ever expand the game you need to think about what potential benefits or downsides come from shrinking, maybe they have less health inside or are vulnerable to atacks in the next turn after exiting the small battlefield. The possibilities are infite. But Great Job.
I think you have something interesting with the scaling/shifting battlefield mechanic but I'm not convinced that you have reach the potential. My point is that this concept you have come up with is likely worth exploring further. What kind of dynamics could it further produce? Could it lead to some interesting player choices? Perhaps there isn't a clear path for the player as in that there are many viable strategies with further development? Good luck!
Thanks for checking the game out! I agree - I think this is a concept I was really excited about after brainstorming the theme, but I don't quite think I fully nailed the execution in the time we were given, it definitely needs a little tweaking. Maybe I'll keep with this one a little longer and see if I can squeeze more out of it!
You can tell a lot of love went into this one. Seems really polished. Fun game too, as others mentioned, I would love a two player mode though. But still - nice job!
The visuals look incredibly polished for the time budget, very impressive! The work on the smooth camera and animations (particularly heal) do wonders for the vibes.
Gameplay-wise, I think you set yourself up for two tough challenges:
(1) trying to make a compelling reason for needing two layers of battlefield, and
(2) making an AI that could demonstrate it.
The idea of getting bonuses on the macro-level for micro-level control is a great one.. but I can't seem to figure out the impact. Maybe I just missed it after running on no sleep or it might just need some extra text on the store page if it's not documented in game.
AI, on the other hand is much tougher nut to crack. Asking a new AI to develop a strategy for an abstract board is not easy (in 96 hours or 960 hours) I think you'd be more successful demonstrating the depth with staged "puzzle battles" (e.g. win in 2 moves) so that you can ensure that the player has to be engaging with the mechanics in order to win.
Thanks for sharing your game!
Thanks for the thoughtful feedback! Yeah I tried to add some text to the 'How To Play' screen to explain how it all works, but honestly I wrote a lot of that at like 4am last night so it's probably not as coherent as it needs to be lol. I think ideally I would have liked to put some feedback in-game as well, such as showing on the cards explicitly what your bonuses are.
As for the AI, that definitely became a challenge. I originally wrote AI behavior to basically just pick enemies and moves at random (with a slight preference towards attacking) with the intention to update it, but never got a chance too in the time limit. I think this definitely leads to some weird behavior. The puzzle approach is a great solution, and definitely one I'll consider for future jams.
Appreciate you playing and all the insights you had!
The mechanics of the game were a lot of fun to play around with. Really enjoyed keeping track of different shrunken battles happening at once. The game has a nice and clean aesthetic, lots of polish. As others have mentioned local multiplayer would have been a cool aspect. I also kept trying to select a character rather than a tile, so have an indicator of the selected character would help alleviate miss inputs. All in all great job, very enjoyable submission.
I loved the rule set, it was super cool. The models also went nicely together. I would love the option to play against another player, perhaps sharing the computer. Congrats on a job well done!
Me gustó que sea un RPG de con Cartas, la estética y la música son simples pero están muy bien. Aunque hay que repetir mucho las mismas acciones y eso se hace largo.
Here’s my honest feedback: I didn’t quite connect with this game. I understand that in a game jam, we usually focus on the positives, but I wanted to share my true thoughts. That said, I really appreciate the creativity and unique approach you took with Hexes. It might not have been my cup of tea, but I can see how others could really enjoy it. Keep up the great work and continue making games!
Really polished stuff, with an inventive take on the theme! Hurts my head though haha
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