This is so cool! I really like the art. Also, the use of themes are impressive in this game.
Moopy
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It was my first time doing a tile-map with hex tiles, so first I read a bit on redblobgames, and then decided on using the "offset coordinate" approach since it looked the easiest. The data for the tiles is just a 2d array of integers, same as I would use to make and orthogonal grid, then when I render, or convert pixel coords -> hex grid coords, I have the pixel offsets hard-coded in. I just copy and pasted tiles together by hand in my pixel art editor to find the offset values. Check out src/map.c source file in the repo to see (its messy and the offsets are all just magic numbers). Overall, probably not the cleanest way to do it, but I didn't want to spend too much time on it either.
Nice game! Has a surprising amount of depth, while still being intuitive to pick up and play. If it's going for more of a strict board game feel, maybe spawning shouldn't be chance based; or if not, maybe have it show some sort of dice roll type of thing to the player. But it's fun to play as it is, and well thought out for this jam. Good work!
By wave 10, the difficulty should be high enough to see the merge mechanic and another enemy type. I didn't have that much time at the end to play test and balance unfortunately. otherwise I would have that introduced sooner. Maybe you already saw those, but it adds a tiny bit of variety.
Thanks for the feedback! Bullet variety would would be really neat to add after the jam too.
This is really cool. I wish it was more balanced because I had fun playing and wanted to keep going. I saw in the description you're already aware of that (and yes, the frost towers along the outside does help). You should definitely keep going with this! It has a neat soundtrack, and aesthetic too.
I'm also curious about the shader you use to get the convex look for the screen (like a CRT monitor). Id love to know more about that.
