Really nice art style but found it confusing. I guess I earn corn by placing things and that let's me merge upgrades? I couldn't figure much of it out.
masterofgiraffe
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Hi, my game was made fairly recently for a game jam and is a WIP but if you could check it out I'd appreciate it. https://masterofgiraffe.itch.io/hexlock
This is a pretty cool and unique combat system, though I think it has some rough patches. The puzzles you have to solve to deal/avoid damage are very deterministic and every enemy attacks you in the exact same way, the only difference seems to be how much health they have.
I generally categorized each attack into four different categories, two you can guarantee 3 damage and the other two you can guarantee 1 damage.
- The enemy is attacking with three in a row, e.g. water/fire/plant. You can counter this by combining the last element in the chain with the two elements before the chain, e.g. plant/light/air because plant is last and light/air are the two before water/fire. This always deals 3 damage.
- The enemy is attacking with an isolated element, skip two, a pair of elements, e.g. water/dark/light where water is isolated, fire/plant are skipped, dark/light are a pair. You can counter this with the isolated and skipped elements, e.g. water/fire/plant. This always deals 3 damage.
- The enemy is attacking with an isolated element, skip one, a pair of elements, e.g. water/plant/dark where water is isolated, fire is skipped, plant/dark are a pair. You can counter this combining the pair with the element before the isolated e.g. air/plant/dark. This always deals 1 damage.
- The enemy is attacking with a disconnected triangle, e.g. water/plant/light or fire/dark/air. You can counter this by combining two of the elements with an element before the other one, e.g. air/plant/light or water/dark/air. This always deals 1 damage.
I didn't manage to escape because once I figured out this pattern I played for another 30 minutes and got bored. I have some other complaints such as encounters can happen multiple moves in a row and in general fights feel too frequent. There isn't enough variety in the visuals of the dungeon so I often got lost, the only landmarks being chests I haven't opened yet.
Pretty good game, it feels like the difficulty ramps up at a good pace because I'd find myself alternating between crushing the enemies and being scared I was about to die. I got to wave 25 using just turrets and snipers. I'm not sure if merging is normally worth it because you get less bullets and coverage that way.
Pretty cool game, very interesting puzzle mechanic. Unfortunately I think I ran into a bug in the fourth level that repeatedly told me I failed. Also on restarts it can feel a bit slow waiting for the hexagon to fall down, speeding it up a bit and maybe allowing pressing space again to skip it could improve the flow.
This is really cool, I like the bullet merge mechanic.
Some suggestions:
- The game gets progressively easier as it goes on which makes it difficult to find a stopping point
- The enemies never reach the player except for at the start of the wave, which means you only take damage at the start (which can be annoying) and then it becomes extremely easy to not get hit
- You appear to move faster diagonally because the movement is not normalized (you should divide by the square root of 2)














