On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Project HexagonView game page

Tile Based Tower Defense
Submitted by LewLHere, Leroyklotz — 23 hours, 8 minutes before the deadline
Add to collection

Play Project Hexagon

Project Hexagon's itch.io page

Results

CriteriaRankScore*Raw Score
Mechanics#1193.6433.643
Sound#2133.1073.107
Music#2833.1793.179
Fun#3473.0713.071
Aesthetics#3583.2863.286
Theme#4342.7502.750
Story#4862.0362.036

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game total?
2

Did you use any existing assets? If so, list them below.
SFX,Music,Fonts,Textures (See "Sources" on GitHub or Itch.io page on the bottom.)

Link to your source?
https://github.com/LewLHere/ProjectHexagon

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 26 to 7 of 26 · Next page · Last page
Submitted(+2)

There was a lot going on for me, so I'm not sure I completely understood what I was doing, but the visuals were nice, and the expanding board was really cool! Good job!

Submitted(+2)

That was pretty fun. It was cool to figure out what was the best way to use the different towers and I'm all about maximizing resources! Great work on this original idea

Submitted(+2)

Nice hex grid game. I am firmly in the hex grid camp and not the square grid camp. So, good on you for exhibiting a strong hex grid game. It was fun. Keep up the great work. 

Developer

Go camp hexagon! Thanks for the words mbalrog6!

Submitted(+2)

WO, totally unexpected mechanic! Pretty Cool!

Developer

Hey Andreyt! Thank you for trying our game and leaving a comment. Glad to have been able to surprise you!

Submitted(+2)

A very fun tower defense game. I'm glad to see enlightened people that understood the mathematical beauty of hexagon. :) A very intuitive design,  well-executed. You should be proud!

To make this game even better, I think you can consider making the UI better, as the game can be confusing at times. Make sure the visual hierarchy of the game is well maintained, meaning that there are visual guides to ensure the players receive the information you intended. Sometimes I missed the enemy simply because the game is too busy and the enemies blend in too well.

Great game. Nice job!

Developer(+1)

Thanks for playing our game and that valuable feedback! Very much appreciated and we will take the feedback into future projects!

Submitted(+2)

Unique game! Could have used a tutorial, I struggled with how to play. Sound was cool and once i learned how to play, it was addicting. 

Developer

Hi Bravo79, glad you enjoyed playing and thanks for the comment!

One of the biggest takeaways from this Jam is: Not every knowledge we have can be taken for granted with new players. Addicting is what we aimed for, did a lot of Last-Longers internally aswell ("Horizontal" never lasting too long, hah!)

Submitted(+1)

Great game! It was very well designed and super addicting.

Developer

Hi Hamster_steve, 


addicting is exactly what we aimed for - hah! Very happy you enjoyed our game & hopefully you managed to survive a couple of waves, 25 is the last one!

Submitted(+1)

Very impressive. I did struggle with the concept but i'm in awe of what's gone into the project

Developer

Thank you for your comment!

The entry hurdle and learning curve might indeed be a bit steep, nontheless I hope you managed to set up a tower or two and kill a couple of Zombies!

Submitted

I certainly did. If that's what you can make with 10 days I'd be amazed what you could do with a month!

Submitted(+1)

the game looks super impressive and interesting, but it's nearly unplayable for me on webGL - too bad there's no downloadable .exe;-( I'd come back for that...

i tried webGL for my game too and had a similar result - lots of webGL games in this competetion run really poorly for me. maybe there's something wrong with my computer...

Developer

Hey mate, we had someone playtest this before publish and apparently some browsers (namely Chrome) perform worse than Firefox and Opera when it comes to WebGL. In our humble opinion WebGL games simply attract more players as not everyone's willing to download a lot of .exe files - thats why we opted for WebGL, if another browser works, let us know - thanks for the feedback either way <3

Submitted(+1)

i'm terribly sorry - i just learned in the gamedev.tv live chat, that there is a "hardware acceleration" option that can be turned on in the settings...and it was turned off in mine!!! 
I'm building my own webGL version right now, but I'll be back to the hexagons soon!

Submitted(+1)

Love menu and interface. That's awesome. Great game.

Developer(+1)

Thank you Petraefa for playing & your comment - glad you enjoyed some of the visuals and hopefully it was enjoyable shooting some Zombies down!

Submitted(+1)

I got some. And i got some necromancers :P I played it on stream if you wanna see :P. Playing submissions for the Gamedev.TV Game Jam https://itch.io/jam/gamedevtv-jam-2022 #GDTVJAM - Twitch  

Submitted(+1)

Nice. This game is amazing and has so much potential. You put so much thought into this and it shows. It's good, although it could use a bit of a visual facelift, it would take it to the next level. Especially since it's hard to tell what is going on and which is which. Overall love it! Very unique from the rest.

Developer

Thanks a lot for taking the time to play & comment, really means a lot! We *might* have taken a shortcut, did dodge some polish/adding tooltips and explain what's what for time reasons and went immediately from satisfying UI & Mechanics towards playtesting & balancing!

Once more - thanks and glad you enjoyed it!

Submitted(+1)

a little hard to understand what is going on but good looking game

Submitted(+3)

Nicely done! I had some problems learning the mechanics at first, mainly because I always putted my resource collector in the center (I thought it would optimize my gathering, because I touched 6 hexagons). Unfortunately, I couldn't build anything else, soI  changed strategy. I started by building my towers and then making my resources, it all went well :-)

I got to the 9 wave in the easiest level, but when enemies got too much life I couldn't destroy them (I learned too late that I could upgrade my traps...).

And it felt really nice to construct the path to the enemies, really, really fun! The other resources arrived a little late in my opinion, because I wanted to test and improve everything :-)

Thanks for the game, really nice entry!

Developer (2 edits) (+1)

Hi Patrick & thanks for the feedback. First, glad that you enjoyed a few rounds and had a little learning curve doing so!


On the "Islands" & "4 Seasons" Boards the resources other than yellow do indeed arrive a bit late, if we rework the boards that's definitely a top priority to make all boards enjoyable - trying out "Random", "Horizontal" or "Vertical" definitely cover all the aspects of the game - and makes it harder as the enemies get buffs on different coloured tiles!

Wave 9 is already further than some of our own playthroughs, so good job on that!

The efficieny of harvesters will always be the same, as the harvesters will just skip the "empty" tiles if you build it on the border and harvest the active tiles more often!


Again - thanks for testing and GG!

Submitted(+1)

I was about to write the same feedback. Looks like there's no need for that. Other than that, the game's good, thanks for the game. And nice UI and art.

Submitted(+2)

It was really fun but very hard to learn.

Developer

But you learned? :D How far did you get?

Thank you for your comment!

Submitted(+1)

I got to around 10 layer of hexagons

Submitted(+2)

Definitely needs tooltips, especially since it launches in a full screen window, you lose the instructions. I had to go back a couple of times and I still really only got the hang of the harvesters and towers. I see from one of your comments below that putting the harvester in the middle is a mistake so I might go back and try again!
I don't think the easy maps are as easy as you think. The four seasons you have to wait ages for the map to expand to get  different resources. I'm not sure what triggered the map expanding?
Overall, I didn't really understand the win/lose mechanic until I read all the way to the bottom of the description page! I kept pressing alt hoping that it would somehow toggle some health bar on for me (it didn't seem to do anything). When I understood the point was to stop the necromancer I could see why I lost. Is there a way to win?
After many goes I was able to make it to wave 6 on easy mode.

I know we've all made sacrifices to get our games out in time but some tooltips, and a little more instruction/feedback would be a huge improvement. Just from the game itself I didn't really understand the story or the connection to the theme (tbh, it took me ages to realise they were zombies, I thought the blue guy was me and all the hand waving was expanding my map) I did like the creepy laugh when a necromancer was spawned, that was a nice bit of feedback

Developer

Hey Ryan! Thank you for your extensive comment and all the valuable feedback you've included. 
The game is challenging as is, even for us. So there might be some ground to be gained in terms of balance. At the same time we thought, well "we're generally terrible.. surely other people will be able to come up with much better strategies than us, right?". 

Well, turns out that the first step in enabling others to do so would be to explain a bit more how it works. The itch page itself contains most of the explanation so theoretically you could get up to speed there, but it'd still take a couple runs undoubtedly. Tooltips and tutorial to be added, I completely agree.

There is a way to win! The last wave is wave 25, if you beat that then you win. But I'll be honest with you, only Lewl has managed to do so. Myself I've not gotten past wave 14 or so. 
The map should expand with 1 ring every 2 waves. And as you rightfully stated, when the zombie reaches the end a necromancer spawns. If the necromancer reaches the end then you've lost. That would be the concept that relates to the theme, where the death of the zombie is the beginning of the necromancer.

All that said and done, thanks again for your extensive response to our creation, much much appreciated!

Submitted(+2)

Interesting game but took a while before all the icons made sense. Try to add a description/name to each icon or add it to your description/how to play

Developer

Thanks for the feedback bjorvack. We've tried our best to make the icons resemble the buildings in a way, however I can completely understand that that itself only starts to make sense after you're familiar with the buildings.  Anyone that is not yet familiar would need to be brought up to speed with some help info/tooltips. 

Appreciate you stuck with it in order for it to make some sense though! :D

Submitted(+1)

It's challenging and i enjoyed that!

Developer

Hey Seth! Thank you for your comment. What level did you play on which difficulty setting? And how far did you get?

Submitted(+2)

Great submission! I really liked the mechanics for the this tower defense. A hexagon strategic board that expands and changes up the enemies paths? Genius. Going the extra mile to add in other maps and difficulty modes was a nice touch as well since that helped me understand what was going on.

Developer(+1)

Hey Stealthyshiroean, thank you for your comment, it is much appreciated! 

Very glad to hear you've enjoyed the general idea of the game. I'd say we're quite pleased with the general concept/potential and  the puzzle idea as well. Evidently, and that is confirmed in the feedback, some clarifications as to how the game should be played and what the goal is would be a welcome addition.

Submitted(+1)

Yo, I love the concept and the execution! The map expanding was a huge wow factor! It felt quite abstract at first, but after a few tries I finally understood what the weird symbols meant. Would be nice to have tooltip that explains what something is when you hover over it. I also had the same problem as BeachBlock Games where I wanted to be able to play with all of the coloured resources even as a beginner. All in all it was a fun expanding tower defense game. I hope it continues to see development, would love to see a polished version!

Developer(+1)

Hi Lewis, thanks for leaving your feedback!

Glad you enjoyed a few runs with our game - we are aware of Islands & 4 Seasons being a bit simple in terms of player-choices, as you unlock everything other than Harvesters & Towers Level 1 only after a couple of waves, if we revisit our maps that would definitely be something to keep an eye on. Regarding the lack of tutorial / tooltips,  this is something we learned now! For the Designers - who obviously understand the systems - it all feels very natural and maybe even super obvious, but how would someone else know that not bulding a Harvester - or building said Harvester on the center tile wave 1 - would put you in a dead end?  Once again, thank you and we have some ideas to work on tutorial, more maps, map generation, different races to choose from, other enemies... eventually we had to make the cut for scope reasons!

Viewing comments 26 to 7 of 26 · Next page · Last page