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A jam submission

HexologyView game page

Run based maze. 2 minutes to find a path and build a score.
Submitted by Roldy — 9 hours, 39 minutes before the deadline

Play game

Hexology's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay / Fun Factor#14.4124.412
Music & Sound#33.9413.941
Likelihood to make money#43.7063.706
Overall#63.9063.906
Art / Aesthetic#103.8823.882
Potential for Post-Production#223.5883.588

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you submit to all previous sprint jams?

Yes

Was this made by a team or a solo jammer?

Solo

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Comments

Submitted(+1)

Put this game on mobile! It has potential to be a very quick and fun game to play on a bus or while you are on the throne! A puzzle game but centered around action is a fresh take on the genre!

Submitted(+1)

Very fun and addicting! Put this on mobile and you're set!

Developer

I just watched yalls stream of the jam games.  I watched it on  Six's stream.  Did you stream it as well. I learned a bit from watching Six play me game, I would like to see you play it if you streamed it.  

Thanks.

Submitted(+1)

Super addicting.   Didnt understand how to collect my multipliers right away but once that clicked it was great.  The fact that you have 61k is an insane score.  

Developer (1 edit)

Thanks.  The multipliers and the tiers aren't communicated very well, but they are key to getting bigger scores.  Here is a video of how I play to give an idea.  I spent too much time trying to get multipliers unsuccessfully, so this isn't a highscore run.

Developer

I just saw you streamed the jam games. I appreciate you streaming mine and I learned a bit from watching you play.   Thanks.

Submitted(+1)

Pretty cool! The mechanics are simple but the game is pretty polished. This is what solitaire uno would've looked like.  May I ask how you implemented global highscores?

Developer (4 edits)

Thanks.  

High scores were implemented via LootLocker.  I had never used the service before but it was pretty simple.  They have an extension available for Unity and Unreal.  As well, YYG made an extension for Gamemaker which is what I made this in.

It is using the 'Guest Login' of LootLocker, but they also support first party logins; Steam, Playstation, Xbox etc...  The guest login required no addtional setup, it just worked out of the box.

I'll probably use the service more as it the leaderboard service is free if you stay under 10k monthly users.

Submitted(+1)

Loved playing this, great job! Experimenting with playing fast and slow was fun, and this feels like one of those games that are easy to learn but hard to master.

Developer (1 edit) (+1)

Thanks. I think I need alot of experimentation to get it into a good place. But I think its a good foundation.

You definitely want to play fast, but also need to plan to pick up some multipliers.

Right now if you just played as fast as possible, never slowing down, but didn't pick up any mutlipliers then the max score is about 2000.  But if you can build up a 50x muiltiplier and then start moving fast the score can easily get into 30k+.  The cell tiers are not super obvious but if you can get a few cells to a high tier you can build a multiplier very quickly.   That is how I got my current highscore. Spent about 30 seconds just trying to build up a few tiers and got a multiplier to about 100x.  Then just started cruising as fast as I could.

Trying to balance that and communicate it has been challanging.

I'm hoping to get this mode in a fun state.  But I have ideas for other modes/playstyles.

Submitted(+1)

Very simple and clean, easy to get into a satisfying rhythm. My record was 101 moves.

A couple of things:

- It's still a weird balance between falling into a sort of zen state and just following the path provided but still needing to look ahead to make sure you're not moving into an unwinnable situation. I almost wish there were some other sort of threat to be aware of instead that didn't require me to break out of my rhythm (admittedly, I have no idea what that could be).

- The music cut out after about a minute, so maybe it's not set to looping.

Still a really fun, very well implemented game. And as before, I really appreciate the different line styles around the different colors, it makes the game playable whereas it wouldn't have been playable otherwise.

Developer

I am glad the linestyles help you out.  Seeing almost 10% of the population is color blind in one way or another, it is surprising there isn't more accomodation for it.

The music bug is known. For some reason it is getting set to mute. Havn't tracked down why that is occurring.  Going to the pause screen or main menu should show a speaker icon in bottom left corner to unmute the music.

I also think the game isn't in the best place to keep you in the flow, but I have a few more ideas for tweaks.

Thanks for playing and the feedback.

Submitted(+1)

One of the funniest games in the jam, if not the most! At first I was trying to move too fast and got caught soon in a block, then it started growing in me to keep the pace, not too fast, not too slow, plan ahead, but not too much... Easy to play, hard to master. Congrats on a great game!

Developer

Thank you very much.

Looking ahead is definitenly key.  I have an update ready that I will probably push after voting, where while the player is moving fast the camera zooms out a bit more so you can look ahead even farther.  I think that can help a bit once the player has gotten used to looking several moves ahead.

(+1)

I had a much easier time finding a flow in this version. I'm not sure if this is as a result of changes you made or my own previous play experience though. I feel like you have a solid puzzle foundation you could easily start extending for longer play, or leave as is depending on your end goal.

Developer (1 edit) (+1)

Thank you.  I agree its a good foundation and I am pretty happy with it as a prototype.  

I think it is probably you that is better.  The only real mechanic change I made is removing the explicit move timer, and instead the tail speeds up its chase if you wait too long.  I think that feels better than the move timer and also you can intentionally speed up the tail to see if the regenerated cells open up a new path.  So I think its way better than the previous move timer.

(+1)

I think the removal of the explicit timer does actually make it feel easier to me, but I got a thing about timers stressing me out.

Submitted(+1)

I love this! It's so addicting! I love the patterns over the colors, it took my brain like a run or two before I was fully processing it but as soon as I was chaining them together it felt so satisfying.

Submitted

Super fun! The concept is just really great and simple. My only issue was with the keyboard controls, but once I figured out you could use your mouse, it was smooth sailing

Developer

Thanks.

Yeah I keep thinking about ways to improve the keyboard controls for WASD and Arrows.  Six way works ok QAZ EDC but isn't standard.   Dpad on a controller is kinda wierd too.  Unsure if there is a way to make it work well with a hexgrid.

Mouse, touch and gamepad axis work pretty well though.