So, is Hexagod better as a turn based game or should go back to pauseable real-time? Play the new demo now: store.steampowered.com/app/3059390/Hexagod/
I feel like turn-based fits more with what I expect from this type of game. Whether it's Stacklands or Dorfromantik or Terrascape or other tile-based games I'm familiar with, I can't think of one that is real-time. I don't hate the real-time, though, and if you hadn't brought it up I wouldn't have missed turn-based. Unrelated: 1:05 Seems like you document a lot of stuff. I'd love to see a video describing your documentation/planning process.
Small detail, but picking up the villagers and dropping them around definitely adds a lot to the fantasy of being a Hexagod :)) Keep up the good work, it's great to see 😊
These changes look great! Gonna give the updated demo a try later today. I remember playing the previous demo and being a bit surprised by the real time nature of it so I'm looking forward to trying turn-based. Regarding outlining the hexagons as one unit - if I understand you correctly I think you can use a CanvasGroup shader, draw a bunch of hexagon sprites that are aligned with your tiles underneath that CanvasGroup, and then apply an outline shader to the canvas group to outline the tiles as a cohesive unit. I may be misunderstanding what your goal is but I hope that's helpful!
In terms of Hexagod's vibes, I think turn-based fits a lot better since it's more of a cozy/casual game. Real-time (even if it has pause) can often feel a bit too stressful. Not saying I don't like real-time with pause (some of my favorite games are like that - Dragon Age Origins, Against the Storm). But I just don't think RTwP fit Hexagod. Agreed with what another commenter said that other similar games are turn-based. This kind of slower, user-dependent turn-based system is much better for letting the player think/strategize, as well as let them enjoy the simple things such as the cute sound effects or playing with picking up and dropping villagers on tiles. I definitely like turn-based better!
First off I am watching on and off and enjoy your content a lot so thx. What I wanted to mention regarding the movement distance UI is that if you like to avoid math but still make the UI better readable, it would work easiest of you exchanged the outline sprites of each tile to be a solid semi transparent color covering the entire tile. This way the entire area is in one color making it easier to read. You loose the animation which could be replaced with something else.
An idea for the UI to help players decide where to put things could be to show the effects of placing the berry bush and how each tile will modify the values. I'm enjoying seeing your progress making the game.
Funnily enough, I fought that the game would benefit from a turn based system, too. I had the same insight myself, where I switched my own game also to a turn based game. So good job for migrating it to the new system!
There may be context I’m missing but it might be slightly better UX to have the tile info be a tooltip attached to the tiles location rather than fixed position. The general principle is co-location of related data, and reducing the eye movement necessary to position your mouse over the right tile and then view its stats. With a tooltip approach, your eyes are never moving very far, vs in the fixed version they are darting half the width of the screen on each tile moused over. Again, just a quick first impression, there might be more to consider. Cheers!
Love the changes. I feel like before was more clear what I need to do on the tasks, It took me a little to understand that to grab food I need to finish the turn. What is the point on closing the shop? I think it need to be always open. Another thing, in the first task it says "On Top Right" and now is on the left. Another thing, it will be nice to add an icon for the resource box to show what the resource is, in addition of the cost. Great work
I like that this is turn based. I like Stack Lands but never play it because it ramps up so quickly that after the first few days I’m frantically slinging cards past the point of fun. An update added a pause button, but constantly pausing and unpausing is cumbersome and breaks flow causing me to still not want to play either. I think maybe even as a game setting/difficulty/accessibility feature to toggle it between both real-time and turn based gives an easy solution for both casual and hardcore audiences.
Hey, I played your demo today after only watching a few of your videos and non on Hexagod. This means I got into the game without any information at all. I would like to give you some feedback on the readability of your game. First of all, I really like the simplicity and enjoyed my time playing the demo. However I had a hard time understanding the concept of work (Still don't understand it after finishing the game). I also never understood why some tiles would turn a solid color at some point. Also in the tutorial I at first didn't understand that you need to end your turn in order to collect resources. If I undestood your timeline correctly you will still work on a tutorial in the future, so most of this will probably be adressed by that. Never the less, I just wanted to give you some pointers as to what needs to be explained to a new player. Gameplay wise it felt like there was no pressure to build. I believe i could have "survived" and gained resources for ever even with only like 20 tiles and some berry bushes. Though I don't think pressure really fits this games style a porpose for expanding would be motivating. I wish you a lot of succes with this game! (=
Okay, this is the minor-est probably not mattering nitpick ever, but like when you place the land piece it bothers me 'OCD'-wise that it doesn't start placing tiles with the grid placed on. Maybe it would look weird if changed, something to think about for a little polish. It could possibly look better, might be worth checking.
IMO, turn-based mechanics enhance the casual feel of a game. Getting rid of the real-time element means you don't feel the pressure to just _do something_ , y'know? Sure, you can pause…but isn't that just inverting the "click to end turn" mechanic? Instead of clicking to end turn, you're clicking to prolong the turn. So in summary, I like the change!
So, is Hexagod better as a turn based game or should go back to pauseable real-time? Play the new demo now: store.steampowered.com/app/3059390/Hexagod/
I feel like turn-based fits more with what I expect from this type of game. Whether it's Stacklands or Dorfromantik or Terrascape or other tile-based games I'm familiar with, I can't think of one that is real-time. I don't hate the real-time, though, and if you hadn't brought it up I wouldn't have missed turn-based. Unrelated: 1:05 Seems like you document a lot of stuff. I'd love to see a video describing your documentation/planning process.
Small detail, but picking up the villagers and dropping them around definitely adds a lot to the fantasy of being a Hexagod :))
Keep up the good work, it's great to see 😊
These changes look great! Gonna give the updated demo a try later today. I remember playing the previous demo and being a bit surprised by the real time nature of it so I'm looking forward to trying turn-based.
Regarding outlining the hexagons as one unit - if I understand you correctly I think you can use a CanvasGroup shader, draw a bunch of hexagon sprites that are aligned with your tiles underneath that CanvasGroup, and then apply an outline shader to the canvas group to outline the tiles as a cohesive unit. I may be misunderstanding what your goal is but I hope that's helpful!
In terms of Hexagod's vibes, I think turn-based fits a lot better since it's more of a cozy/casual game. Real-time (even if it has pause) can often feel a bit too stressful. Not saying I don't like real-time with pause (some of my favorite games are like that - Dragon Age Origins, Against the Storm). But I just don't think RTwP fit Hexagod. Agreed with what another commenter said that other similar games are turn-based. This kind of slower, user-dependent turn-based system is much better for letting the player think/strategize, as well as let them enjoy the simple things such as the cute sound effects or playing with picking up and dropping villagers on tiles. I definitely like turn-based better!
First off I am watching on and off and enjoy your content a lot so thx.
What I wanted to mention regarding the movement distance UI is that if you like to avoid math but still make the UI better readable, it would work easiest of you exchanged the outline sprites of each tile to be a solid semi transparent color covering the entire tile. This way the entire area is in one color making it easier to read. You loose the animation which could be replaced with something else.
An idea for the UI to help players decide where to put things could be to show the effects of placing the berry bush and how each tile will modify the values. I'm enjoying seeing your progress making the game.
Funnily enough, I fought that the game would benefit from a turn based system, too. I had the same insight myself, where I switched my own game also to a turn based game. So good job for migrating it to the new system!
There may be context I’m missing but it might be slightly better UX to have the tile info be a tooltip attached to the tiles location rather than fixed position. The general principle is co-location of related data, and reducing the eye movement necessary to position your mouse over the right tile and then view its stats. With a tooltip approach, your eyes are never moving very far, vs in the fixed version they are darting half the width of the screen on each tile moused over. Again, just a quick first impression, there might be more to consider. Cheers!
Love the changes. I feel like before was more clear what I need to do on the tasks, It took me a little to understand that to grab food I need to finish the turn. What is the point on closing the shop? I think it need to be always open. Another thing, in the first task it says "On Top Right" and now is on the left.
Another thing, it will be nice to add an icon for the resource box to show what the resource is, in addition of the cost.
Great work
The little guy should have a boat pop up when he's on a water tile
I like that this is turn based. I like Stack Lands but never play it because it ramps up so quickly that after the first few days I’m frantically slinging cards past the point of fun. An update added a pause button, but constantly pausing and unpausing is cumbersome and breaks flow causing me to still not want to play either.
I think maybe even as a game setting/difficulty/accessibility feature to toggle it between both real-time and turn based gives an easy solution for both casual and hardcore audiences.
Cat seems to like turn based mode.
Turn based comes hand in hand with RNG mechanics.
I like turn based, reminds me of Calico!
Hey i sent you a mail with feedback a few days ago about the last iteration of the game, i think this are good changes!
Hey, I played your demo today after only watching a few of your videos and non on Hexagod. This means I got into the game without any information at all. I would like to give you some feedback on the readability of your game.
First of all, I really like the simplicity and enjoyed my time playing the demo. However I had a hard time understanding the concept of work (Still don't understand it after finishing the game). I also never understood why some tiles would turn a solid color at some point. Also in the tutorial I at first didn't understand that you need to end your turn in order to collect resources.
If I undestood your timeline correctly you will still work on a tutorial in the future, so most of this will probably be adressed by that. Never the less, I just wanted to give you some pointers as to what needs to be explained to a new player.
Gameplay wise it felt like there was no pressure to build. I believe i could have "survived" and gained resources for ever even with only like 20 tiles and some berry bushes. Though I don't think pressure really fits this games style a porpose for expanding would be motivating.
I wish you a lot of succes with this game! (=
Okay, this is the minor-est probably not mattering nitpick ever, but like when you place the land piece it bothers me 'OCD'-wise that it doesn't start placing tiles with the grid placed on. Maybe it would look weird if changed, something to think about for a little polish. It could possibly look better, might be worth checking.
Definitely more appealing as a turned-based game for me. I need time to be able to play strategically
IMO, turn-based mechanics enhance the casual feel of a game. Getting rid of the real-time element means you don't feel the pressure to just _do something_ , y'know? Sure, you can pause…but isn't that just inverting the "click to end turn" mechanic? Instead of clicking to end turn, you're clicking to prolong the turn.
So in summary, I like the change!