Play h.exe
H.exe's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound/Audio | #1 | 4.000 | 4.000 |
Overall | #3 | 4.000 | 4.000 |
Overall | #5 | 3.400 | 3.400 |
User Interface (UI/UX) | #6 | 3.000 | 3.000 |
Visuals(Graphics) | #7 | 3.500 | 3.500 |
Fun | #8 | 2.500 | 2.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://neozar.itch.io/hexe/devlog/810226/battle-system-tooltips-and-progress-improvements
Developer Feedback Questions
Hello!
1) I'd like to know how the game feels at different stages and overall?
2) Do the combat mechanics feel useful or effective (stealth and stun, weaknesses and durability)?
3) How do you like the idea of upgrading combat spells with an idle mechanic?
4) If you could improve the game, what would you do?
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Comments
I have quite a lot to say about this short game.
What I liked about the game:
-The game's setting
-The simple story who goes straight to the point
-The character(s?)
-The skip function as I forgot to take a screenshot the first time...
What I think could be improved:
-More content. Currently the game feel like it is missing multiple hours of playtime to build upon its universe, its combat system and the people living in that world. I was disappointed when I saw the end screen.
-The AI generated musics were actually nice to listen to, but they don't have any loop, which cause the game to be in silence mode after a while. I would suggest finding some nice futuristic stock music to replace them.
-The font used makes it very difficult to make the difference between 2, 5 and 8, which is problematic in particular for the idle phase.
-The AI generated backgrounds don't feel too out of place compared with the rest of the game in pixel art, but they would definitively shine more if they were pixel art themself.
Dev questions:
1) I didn't have the impression the game changed at all between the different stages. It was "1 cutscene, 2 get new powerful ability, 3 battle" all along.
2) All the special effects in battle seemed quite strong, to not say too strong.
3) I don't anything against the concept of having a different gameplay for the upgrades. However I feel the current system is way too simple
4) See above. 🧚
I wanted to play a fourth game for this jam and the wheel landed on you, so congratulations!
(Feedback fairyloading)
1) I made it to the guardian where you learn Stun.
I thought this was going to be just a novel-type game
until I got to unlock spells and do a bit of turn-based combat.
I felt like there was a ton of story upfront which could
have fit nicely in-between the turn-based style combat or like
when the witch was talking to robo-cat about the spells.
2) My hack v1 was maxed before I did my first fight which left me feeling
as if I over powered it as well as the hack v2 once I got that one unlocked.
3) I personally find the idle mechanic a hit or miss,
with me, I am into the more action side of games. As in, if I fight a
bunch of bots and gain nothing but, can idle to max it would
drag the game down for me. Maybe if the cost per upgrade or mana
regenerated was less it wouldn't encourage idling for an
opponent that isn't as strong.
4) I would spread out the story / dialogue out over the spell unlock
scene and the combat scene since it is turn based and not
a time based combat. I would also look into the mana
regeneration and the cost per upgrade. In which you could
get a small icon cutout for the person talking and
pull in some of the story while idling.
I hope my input is helpful and I hope to see this in the next Jam.