Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Quintonir

3
Posts
1
Following
A member registered May 11, 2020

Recent community posts

It's a beaut!

The 105 works perfect for a zoomed out "world overview" hexcrawl (e.g. 8 miles per hex), and then the 400s are perfection for zooming in on specific areas for local exploration (e.g. 1-3 miles per hex). 

The fact I can maintain a sense of design consistency for the macro and micro world exploration is awesome. 

Thanks so much for this! 

My thoughts on rivers is to do them EXACTLY like Paths that you already have, except with more graphical elements (the river, the riverbank). 

Because of how nicely the tiles sit over one another, I genuinely don't think it would look out of place to have a River tile sitting on top of a, e.g. Forest tile. 

But also I'm a graphical moron, so maybe it actually would look terrible! That's my two cents though, if it's worth anything :D 

(2 edits)

In my opinion, probably one of the best hex crawl tools available for a VTT on the market right now. Happily paid $10 for it, and will happily pay another $20+ once you've completed the project. With most categories completed with a small, curated selection of tiles, you're basically set for infinite hexcrawling variety. A particular highlight to me is HOW WELL the tiles overlay one another. You can combo-wombo 3 city tiles to make a really nice looking super city, if you like, or combo-wombo a couple forest tiles, plains tiles, etc. to add visual variety without adding asset bulk. Just excellent design direction on your part. 

I think you're exactly right re: design goals of keeping it limited and simple. I personally wouldn't want to see more than a max of 12 options per category (e.g. Forest, Hill, Mountain, River, Open Water, Plain, Farm, City, Town, Cave, Swamp, Desert, Tundra, etc.). 

Feature Request: Offer a x: 100 pixel option (or 105, which is an exact 0.25 size ratio). The tiles look fantastic even at this size, and running a 105 grid size hexmap is closer to a standard that is manageable for larger campaigns. At its current size, this is useful more for a zoomed in small overland travel scene, but at 105, I could run proper hexcrawls and dominion play. Currently this is doable both in Foundry VTT (tweak pixel sizes), but it's burdensome and annoying so, if there was any potential to get a 100 or 105 grid size variant, I'd snatch it straight up.