Game was fun on the demo like 3 months ago when I first played it. Loving the changes you've made. It seems to me you internalized and learned from the lessons of Chess Survivors (which imo was still a cool concept). Pretty cool to have seen you go through this process tbh
Really like the smoothness and simple yet effective UI for Hexagod. Maybe its the sound effects going a long way, not sure what exactly, but just has really nice interactions with the player, it's not one of those games you'll have to consult a wiki each turn, and the matches can be played quickly. Looking good! Edit: I think it's the distilled core design of the game that I really like. This isn't a game that's a collection of popular mechanics, it actually has some thought and novelty to the premise, and would for example, easily could translate into a good board game.
This is my first time coming across hexagod. The game doesn’t feel very intuitive to me. There may be other videos on your channel that go into it, but it wasn’t clear through the art work and assets what the benefits are of placing tiles in certain ways. Having tiles “level up” (change the asset, a border or animation, produce a new resource) might help people watching without context understand what’s happening and what the moment to moment goals are. Also at first glance I thought the dark tiles in the clouds just represented impassable blocks. I think something as simple as adding a question mark would help players understand it’s something worth investigating instead of something avoiding? The corrupted tiles seem cool, but again from my limited perspective I can see it feeling frustrating and too punishing for newer players. Ways to cleanse corruption and slow the spread would feel better. Considering having players create corrupted tiles by over farming or even sacrificing tiles for big gains in resources so players have more control. Have corruption be something you can purge before it starts. You get an alert that a tile will be corrupted in ‘x’ turns, but you can spend time and resources to stop it. Eventually it becomes too much to control. Higher levels can have corruption spread faster. Awesome idea. I’m bought in! Good luck!! OH. The Tutorial has to be locked in and easy to iterate and change as you adjust the game rules.
I think the graphics of this game can be much improved (but that may be because you're not in the polishing phase yet). My major problem is that it looks really static and lacks depth (i.e. it looks flat). Some suggestions would be: - Add some animations to the background elements of the tiles; - Make the icons in each tile twitch to the beat of the music and react to your mouse; - Improve the water animation (it looks too static still); - The edges of the clouds should have animations; - Add some sort of parallax effect to the backgrounds for each tile; - Also give the clouds more depth. Clouds float in the sky, right? So it only makes sense that it should look like they're more in the foreground than the land tiles; - Like Balatro, make the tiles and UI more dynamic. Make it so it looks like they really pop. Also add shadows to all the UI; - Maybe even add some foreground layer around the edges of the screen. - Also add small details like birds flying through the sky in the clouds and above the land tiles. - You could also maybe add some dynamic cloud shadows on the land tiles.
You having fun with your own game is super important. Well done! Excited to play the final release.
Thank you for explaining your design decisions. Not enough gamedev people do that.
Game was fun on the demo like 3 months ago when I first played it. Loving the changes you've made. It seems to me you internalized and learned from the lessons of Chess Survivors (which imo was still a cool concept). Pretty cool to have seen you go through this process tbh
Can’t wait to play the hell out of hexagod!
Wishlist for Carl is done :D
I love how clean the game looks!
Really like the smoothness and simple yet effective UI for Hexagod. Maybe its the sound effects going a long way, not sure what exactly, but just has really nice interactions with the player, it's not one of those games you'll have to consult a wiki each turn, and the matches can be played quickly. Looking good! Edit: I think it's the distilled core design of the game that I really like. This isn't a game that's a collection of popular mechanics, it actually has some thought and novelty to the premise, and would for example, easily could translate into a good board game.
Hey man, as a game dev myself, i find your content really fun, i love your optimism and determination. All will work out in the end :)
The drafting mechanic looks great!
P.S. The correct past tense of speedrun is speedran.
Good updates!
This is SO COOL 😎
This is my first time coming across hexagod.
The game doesn’t feel very intuitive to me. There may be other videos on your channel that go into it, but it wasn’t clear through the art work and assets what the benefits are of placing tiles in certain ways.
Having tiles “level up” (change the asset, a border or animation, produce a new resource) might help people watching without context understand what’s happening and what the moment to moment goals are.
Also at first glance I thought the dark tiles in the clouds just represented impassable blocks. I think something as simple as adding a question mark would help players understand it’s something worth investigating instead of something avoiding?
The corrupted tiles seem cool, but again from my limited perspective I can see it feeling frustrating and too punishing for newer players. Ways to cleanse corruption and slow the spread would feel better. Considering having players create corrupted tiles by over farming or even sacrificing tiles for big gains in resources so players have more control.
Have corruption be something you can purge before it starts. You get an alert that a tile will be corrupted in ‘x’ turns, but you can spend time and resources to stop it. Eventually it becomes too much to control.
Higher levels can have corruption spread faster.
Awesome idea. I’m bought in! Good luck!!
OH. The Tutorial has to be locked in and easy to iterate and change as you adjust the game rules.
Are you intending on having art for the different buildings and such, or keeping it as the solid colour circles?
I think the graphics of this game can be much improved (but that may be because you're not in the polishing phase yet). My major problem is that it looks really static and lacks depth (i.e. it looks flat). Some suggestions would be:
- Add some animations to the background elements of the tiles;
- Make the icons in each tile twitch to the beat of the music and react to your mouse;
- Improve the water animation (it looks too static still);
- The edges of the clouds should have animations;
- Add some sort of parallax effect to the backgrounds for each tile;
- Also give the clouds more depth. Clouds float in the sky, right? So it only makes sense that it should look like they're more in the foreground than the land tiles;
- Like Balatro, make the tiles and UI more dynamic. Make it so it looks like they really pop. Also add shadows to all the UI;
- Maybe even add some foreground layer around the edges of the screen.
- Also add small details like birds flying through the sky in the clouds and above the land tiles.
- You could also maybe add some dynamic cloud shadows on the land tiles.
Does hexagod have music?
We love Carl 🐈⬛
Finally news
Does it take a lot of focus to play and talk at the same time?
Spedran?
Speedrun