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HEPTAGON v0.1.6 Review

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Hi, I haven't forgotten about you guys; in fact, I've kept tabs just about daily to see if there's an update to this page; however, I've experienced some issues that I believe should be addressed, primarily focusing on the hardest difficulties.

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(These minor complaints were made within 66 minutes of gameplay and 5 levels being completed)

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Level 1 Hardest - Transitions with 2D to Inside and vise versa feel like a complete reaction-based event + the delay makes it close to a perfectionist run, although this is beatable given enough time and luck. (~50 seconds though beatable / same guy for Level 4 Hardest beat this)

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Level 2 Harder - Awkward feel with this one with the speed change + the Barrage Spiral for Square I died on despite holding the button down the whole time at the center of the lane and apparently being "too slow" for this despite being perfect. Similarly to Box w/ Lid being too close delay wise. (Completed)

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Level 2 Hardest - Quite a lot of bullshit factors I noticed here.

Triangle -- Wonky 3D effect on 2D space makes the V with a cap (to complete a whole triangle) pattern too confusing.

Square -- Similar issues to Box w/ Lid and Barrage Spiral on Level 2 Harder.

Hexagon -- Alternating Barrage (Essentially Wall/Space/Wall/Space/Wall/Space & vise versa) pattern is WAY too short, I've cleared the pattern but that's too close delay wise even for Open Hexagon standards.

Transitions here are also quite unfair at times. (Not sure if this is beatable; if so, it's too luck based.)

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Level 4 Hardest (Harder?) - Transitions with Inside to Outside & vise versa are bullshit, sometimes total luck on the delay when this happens if you'd react in time to survive, otherwise it's just annoying quick gameplay. (Doable / someone completed this while writing this)

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Overall conclusion:

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Transitions - Would be nice if there was ~1-2 seconds worth of no patterns spawning to give you a moment to transition without the worry of dying immediately especially for the hardest difficulties available within the game. (I understand this may affect the flow of the game and the patterns, but it would be appreciated to an extent although I doubt this would be a setting.)

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Level 1 Overall - Might not see this level be changed around; but, it jumps the difficulty scale between Harder and Hardest marginally greater than the difficulty scaling between Hard to Harder. Alongside this, it still poses quite an issue beating Level 1 Hardest to an extent.

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Level 2 Overall - Maybe I'm being a bit bitchy with Level 2 Harder and I'm not fully used to the sudden shift in speed (As if this was Super Hexagon on Cheat Engine steroids); but, Level 2 Hardest is THE worst because of several issues explained above and the most busted difficulty, but of course Level 2 Harder has a couple reasonable ones.

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Level 4 Overall - Never tried Harder more than just a few tries so I'm not sure if the complaints about Hardest apply for certain, but Hardest is only most annoying because of the transitional problems between Inside and Outside, I do want to clarify again someone I know did beat Level 4 Hardest so it's not that bad as it seems.

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For those questioning about Level 6 Hardest - Considering the level completion range with the only other 3 available levels and only 8 difficulties can be beaten out of ~18, I can't review said difficulty, neither can I review Level 6 Harder, so that'll be for the Steam release.

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I believe this will conclude this review of HEPTAGON v0.1.6, I hope this will help the team in terms of balancing the other Hardest difficulty modes for the levels we can't try as of this time. Personally, I feel like the Hardest mode was only designed for the top tier area of players for Open Hexagon (With the exception of Level 2, it feels like KammyKaze and/or hl.EINOS level gameplay), otherwise the rest of the game is okay, just needs some minor fixing here and there.

(2 edits)

Here's the bloody demo being 100% beaten, this gave me a damn headache but it's well worth it I suppose.. enjoy the madness.

Woah nice, thanks for all this. 

-Agreed that transitions need some extra delay time especially on harder/hardest difficulties, will adjust this.

-Level 2 square barrage spiral: This should always be beatable, unless there is a bug. You have to start moving right by the edge of the first ring, else you won't make it - it doesn't give you as much time as a full spiral, so if you start from further away you might fail and feel it was impossible. If you have footage of when you died to that pattern, we could determine if there really is a bug or not. I am unsure myself if there is something wrong here sometimes, but then I look at the code and it should be fine.

-Level 2 Hardest: Lol, I wasn't done balancing that level and meant to disable it in this build. It's completely broken. Well done beating it you madman.

-Level 6 Harder + Hardest were still unfinished so they're meant to be disabled.

Thanks for the help. I am gonna post a link to your video on here if you don't mind?

(1 edit)

I don't mind at all, you can link my video! :)

The Level 2 Square Barrage Spiral is doable for me by all means, but there's some scenarios where I feel like completely holding the same button down would keep me alive since I once cleared 2-3 Barrage Spirals, a couple Inverses and I believe 1 Box w/ Cap pattern all in a single turn before, with back to back Barrage Spirals I might add.

I knew something wasn't right with Level 2 Hardest with how unbalanced and broken it was, not to mention the Alt Barrage on Hexagon spawned impossible variations that not even I could clear with perfect movement, it just seemed very luck heavy and I had an attempt that could've saved me a whole 30 minutes from recording if I didn't die last moment, it really got on my nerves.

I figured Level 6 Harder & Hardest were disabled since 20 completions from 7 levels overall is basically impossible since it'd be 19/21, so that I knew was on purpose for the demo, otherwise I don't know what I would've thought about doing that.