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A jam submission

HeXaKView game page

A casual board game inspired mining colony building game about placing tiles
Submitted by DysfuncGames — 14 hours, 14 minutes before the deadline
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HeXaK's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#54.6004.600
Controls / UI#114.0004.000
Overall Fun#124.1004.100
Sound/Music#343.3003.300

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Pretty fun game. I guess the roads don't look particularly like roads but the game is highly readable nonetheless.

It was also nice of you to include a Spanish localization, even if it's a little rough around the edges, because for the vast majority of people in Latin America English might as well be Chinese for how little they understand. 

Developer

Thanks for playing, yea the roads I had planned to make little underpasses like in industries of titan.

Yea the translations are from google translate - I was interested in how to make the system for future projects

Submitted (1 edit)



I saw hythrain playing it and couldn't resist playing more of it myself.

What I like about this game:
-The core concept of a sim city puzzle game
-The execution
-This game even has a translation in my language and isn't QWERTY only!

What this game need (in decreasing order of priority):
-A remove tile button. I can't count how much time I nearly completed a puzzle only to have to restart because there is one single missplaced tile that I put at the start of the puzzle.
-More new building for even more puzzles! For example, a harbour.
-A louder music, as it is currently very quiet. May be also a bit more music variety, the sim city god creator mode theme is nice, but becomes a bit repetitive after 50 puzzles.
-Fixing the bug that prevents the display of the number of a specific tile if there is more than 20 (like the aqua roads in oasis)
-Make the translations proofread by a native speaker, as they aren't very good. I played the game in English for that reason.

Developer

Thanks for playing and for your feedback!

Yes, the replace tile button :) much requested!

I have ideas for many new buildings

I will look at the sound and music - it is my weakest area

The 20 tiles was a thing from when it was more of a card game, I will look at that (forgot about it to be honest!)

Yes the translations were done poorly as its google translate - I wanted to challenge myself to make a translated game. I will try to find some native speakers!

Thank you again for your input and for playing - great job on completing it

Submitted

Random question: what is the intended way to complete Aqua roads? That puzzle was by far the most difficult for me to beat, and I still have the impression I stole the game with my awkward solution. I literally had to build aqua roads just for the 1 star.

Developer

Interesting solution:

this level is a little more free form than some of the others, here is an example that is close on points:

Developer

Just for completeness here is another solution with a difference approach that has a free tile - But I agree this is a tough level

Jam Host(+1)

Hello! Welcome to Feedback Quest 6! My name's Hythrain, and I'm one of the hosts and streamers for this event! This feedback is being written live on my stream.

This was a ton of fun! I got over 30 levels in before I went "okay, I gotta stop! I got more games to play!" This game was a total brain workout for me. When I got my answers right, I was so proud of myself!

The one thing I found missing was in the sound area. While I know there was sound, it was incredibly quiet to the point where I couldn't hear it with where I normally keep my speakers. I could only really hear certain sounds.

Honestly, I have nothing to suggest otherwise. This is an incredibly challenging and fun puzzle game, and I love it for it.

Developer(+1)

Thank you for playing, and for the great feedback!

Submitted

Thank you for this great game! I enjoyed playing it. The tutorial-style levels are super useful, but there is a spike in complexity indeed after it.

I’m not sure that I fully understood the logic behind the solar panels. How could it be so that placing a single solar panel, adjacent to two other solar panel, provides you with 7 points of electricity? According to my calculations it should be 5, but in that level, it gives you all 7:

electricity.png

Also I would suggest to allow players freely remove items from the grid. Now we only have ‘undo’ and ‘restart’ functions, which are not so useful on larger levels, where you want to experiment with the items that you placed first.

Developer(+1)

Thank you for playing - yes I will investigate the difficulty spike.

you get 7 power as the base solar gives 3 and its gets 1 for each adjacent panel +2 in this case, then each of the other panels gets plus +1 for the new solar panel that is adjacent to them +1 for each of them - 2 in this case. This gives you 3 + 2 + 1 + 1. which is the 7. Hopefully this makes more sense.

Yes grid removal has been the number 1 asked for feature - and I agree that the game would be better with it

Submitted

Thank you for clarification. It still sounds a bit confusing, because the popup hint for the solar grid says “+3 Stars, +1 Electricity, -1 Worker” as you can see on the screenshot.

Developer

I have clearly not had enough coffee this morning..... I issue is that mines have a bonus that makes them use less power when adjacent and satisfied - this gives you your missing 2 power. Sorry for the confusion, I will think about how to make this more obvious at this initial stage of the game. 

Submitted

very fun game, if a bit challenging,  but that isn't necessarily a bad thing

the visuals are but maybe the music could be improved

Developer

Thanks for playing! Yea agree Music is not a great area for me :D

Submitted

"Adjacency" level is insolvable.

Developer

No it's not, try experimenting with layouts and maximising the bonuses:

Submitted

Hmm... Was three Houses aside enough to boost its bonus?

Developer

yup

Submitted(+1)

So this game can best be summed up as "what if Dorfromantik had stakes". Which is not a bad thing, to be clear! It's  just taking a lot from the same creative inspirations.

 It's a pretty meditative puzzle-management experience, with cool low-poly art that reminds me of an oldschool RTS. You connect buildings to each other to send power and workers to different parts of the map. The controls are super intuitive- you could play this game just as easily on mobile as on PC- and it's really aesthetically pleasing.

I only have two pieces of criticism. First, the difficulty spikes after the tutorial. The tutorial holds your hand pretty thoroughly through most of the game's mechanics, and then the first proper level is immediately a good bit harder. You could use a couple simpler puzzles to ease people into things. 

Second: the music makes it a bit hard to think. The drone is meant to be ambient, but - at least partly because we're working on a game with horror elements- I kept expecting to have something jump out at me! Something with a little more texture might hit the calmer mood you're intending.

Developer(+1)

Appreciate the feedback! if you could send me the level name or number where the difficulty spikes that would be amazing - but if not that fine too.

The music needs some work I agree.

Thanks for playing!

Submitted (1 edit) (+1)

Hey, you're welcome! I *really* enjoyed this game, and it *was* super fun-- I just felt like I got thrown in the deep end pretty quickly.

"Power Struggle" was the level where the difficulty spiked a bit- those bottlenecks were really tricky to navigate!

- Mal