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Hero of HEXA-58's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #94 | 2.032 | 2.429 |
Audio | #99 | 1.434 | 1.714 |
Fun Factor | #100 | 1.673 | 2.000 |
Overall | #104 | 1.673 | 2.000 |
Originality | #106 | 1.912 | 2.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
Video Game
Was your game made solo or in a team?
Solo
Did you use any third party assets, if yes what assets did you use?
SYNTY's Mecha Pilot
Did you choose from one (or more) of the optional secondary themes?
Arena
Does your game contain 18+ content (Nudity, Gore, Language)?
No
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Comments
A nice auto fighter game, though a bit too simple. Beat it very quickly, maybe if there was a bit more strategy it could be more interesting. I liked the aesthetics as a whole but hard to really comment on the art because of the AI but I see the vision and its cool.
Neat little active RPG battler. Could use a buildup bar to show when the players and enemies auto-attack is about to trigger. I think the pictures used for each stage should use assets from the game. Needs balancing to skills to add strategy for when to use the skills. The Overdrive and TP aren't used, not sure if the skills were supposed to use TP or not. Would like to see additional skills.
Very fun idea and gameplay loop. And the visuals are great, very good choice in the art style.
Also liked that progression is not that punitive and allows for a more relaxed experience.
Overall a very nice game!
I'm not quite sure what I did right but I beat it? Is the artwork AI generated?
Hi dungeon! Thanks for hosting the jam.
The artwork sadly, yes, its generated using Copilot. When I was almost in the deadline to deliver it, I got into a crossroad since some Sci-Fi free packs were AI generated (from the Unity asset store) and I felt that changing some images to plain images was going to kill the vibe (tried to keep mostly the UI's and menus with Images of Unity and Figma exports, but for the icons started using AI placeholders.
I will understand if you want to take the entry down.
I won't take it down don't worry, I appreciate you confirming it for me though. Thank you.
Love the art and UI! Progression to 100 is pretty hilarious and I think it was fun to spam skills to quickly beat the first set of battles super fast. Didn't realize I was progressing my levels that quickly lol. I like how you used your assets and the consistency of the art style throughout the game, very simple but clean. Really likethe future vibe. I appreciate the jam time consideration, but definitely would've been fun to progress at least one or two rounds, but I understand the design choice.
Thanks geckode!
I had three versions of the deliverable: This one, mildly grindy and completely grindy.
I mean, I made that the automated instantiation of NPCs were created on the moment they get instantiated selecting a name, a surname and a military title from an array and also every texture of the armor parts rolls for a random material. I think that will not be appreciated if not played twice at least, but I was aiming to make a seamlessly infinte possibilities of NPCs.
This looks very cool, the color scheme and setting is very cool, even more when you then end up fighting against the giant. Also the posters look very nice, altohugh they don’t really resemble the place where you then end up fighting.
I feel like this would be quite fun if i actually could control the player, how it is right now this is more of a 1v1 auto-battler kind of situation. I only have the tiniest bit of controll over impacting the fight. The whole point of an arena is to restrict movement, that i can’t just run and hide to circumvent the fight, but for a auto-battler this is kind of irrelevant anyway. I also don’t understand how to get into overdrive, i see the bar filling up slowly, but all the fights are over when it is at around 15%.
There is also a small technical issue, since i’m on a wide screen i don’t see UI elments on the bottom because the scaling doesn’t adjust for that.
Thanks for your feedback!
Yeah, if I had more time to do so, I would definitely go and make the character movement better. The Overdrive bar fills slower because that was an oversight on my side. The Overdrive bar needed to fill like the LIMIT BREAK gauge on Final Fantasy games,
When I started doing so, I was trying to imitate the tier system of FF14 Normal Raids. Originally my idea was just having 1 leveling map + 4 raid levels with boss mechanics. But time was a constraint.
Also, when I playtested as the intended method, reaching Level 100 from Level 1 was an uphill process that took like 20/30 minutes and I felt like for a jam game, no one was going to invest 20/30 minutes looking at an autobattler. So I reduced all the game to 5 minutes from start to finish.
Great gameplay! but that themesong sounds like Suno AI all day :'c
It is lol.