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A jam submission

Hand of HexesView game page

Play cards to cast spells that control enemy hordes and use your deck to build deadly mazes
Submitted by emmdie — 2 days, 2 hours before the deadline
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Hand of Hexes's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#164.6004.600
Sound/Music#653.4003.400
Controls / UI#663.4003.400
Overall Fun#693.6003.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Genre

Strategy

Turn-based | Card Games | RTS | 4X

Rating

Family Friendly

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Comments

(+1)

Really well made game, took me a little bit to understand what the icons on the cards meant but it wasn't too difficult to understand. I found the game pretty easy but tbf I did notice the difficulty increases once you beat a run so that's likely why. I do hope the runs are a bit extended or change somehow other than just difficulty as players might quickly lose interest if it's just the same but harder.

In part I was hoping fusing cards would take a pattern and an atribute or make a whole new card of some kind but I also understand that's a a lot more work. I really enjoyed the fusion mechanic and saw it was a relatively new addition so I look forward to seeing where you take it!

Time Stamped YT VOD

Developer(+1)

Thank you so much for the kind words and sending over the video, will indeed keep extending the game, had a blast watching it, crazy that you were able to go that long!

(+1)

It was hard to pull myself away from the games haha looking forward to seeing it develop!

(+1)
  • Youtube Timestamped Link
  • Graphics : On point, you have a very specific art-style here and it was nailed.
  • Music / Sfx:
    • Music :  Fine
    • SFX : Fine
  • GUI :
    • Mixed bag, all the elements that are here work, but NO text on a lot of it is a negative in my book, especially in the options menu.
  • Gameplay :
    • It's a TD, it handles that aspect fine.
    • Starting off with only the left shooting frog (??) towers kinda sucks.
    • There seems to be a wide variety of towers/spells.
    • A lot of things being left up for the player to find out is both a good and a bad thing, some towers I still have no idea if they did anything.
    • I like the fact you can 'merge' towers together, being able to merge a buff tower with no attack with one that does, is very nice. 
    • Felt very easy but I might've just been lucky
    • What wave am I on, how many waves are there going to be on the map I'm on?
  • Notes :
    • I understand that the lack of information is intentional, but it's horribly aggravating as some things should really have some sort of description, if it was just limited to being the towers and guesswork on their efficacy (like roguelikes and potions), I wouldn't mind it as much.
    • I like the fact that some towers in combination with one another, either by merging or placing them near one another can make a very lethal combination. (Koala seemingly infinitely buffing the frog towers is a great example.)
    • I didn't know that the shovel thing was actually intractable, I thought it was just a 'sign' , like maybe the humans don't wan the cat placing these frogs all around. (Like a No Pets Allowed sign).
      • I was very very tired when I played the game so it could've been that.

Overall despite my frustrations, I do like this game and think the papercraft nature of the graphics was very well done, and I think that the TD aspects especially with the merging and synergies between different towers is nice and well done as well.

Developer

Thank you for powering through despite your tiredness! I have since added a wave meter and will try to do my best to change up more of the things you mentioned. Thanks for the actionable and extensive feedback

(+1)

Aww, this game's aesthetic caught my eye immediately, the papercraft is adorable! I wish the game's cover art reflected the actual game style, but it is still very striking.

Getting thrown in with no tutorial was a bit of a jarring start, but the game itself is pretty easy to navigate by just learning on the go. Super fun concept for deck building plus tower defense! The UI could definitely be utilized to better explain the cards, actions taken and encourage players towards a strategy. The enemy AI's ability to re-route is not something I had seen before and I really liked that.

Factor in some more enemy and card elements and I think this game could scale in a super interesting way! It's exactly the type of game I could see myself playing on a Nintendo DS. Wishlisted! Best of luck on your development.

VOD (from 01:51:57 to 02:08:15)
https://www.twitch.tv/videos/2561690458

Developer(+1)

Thank you so much, will keep working on the UI, thanks for the very kind words!

Jam Host(+1)

Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

Well, that was a curious experience. Animals tower defense to save the magic kitty! It's pretty simplistic, but also has a lot of depth due to how you have control over the path. I like that!

So my feedback boils down to two things in general. First, move the "start stage" thing to the middle of the screen. Like after you decide where the cat goes for the next stage, the thing that pops up should be in the middle. Instead, it was the far right for some reason.

The second has to do more with the general gameplay. While this has a lot of depth, I find that later levels can start ramping difficulty fast. For example, I was trying to do level 1 difficulty (instead of 0) and I could not get past more than 2 stages in the second area because, no matter what cards I picked, I could not deal enough damage to save myself... because I couldn't get enough cards played in time because the cheapest tower card is 3 energy. Even if you take an energy-heavy path (something you end up suffering from a lack of different cards for), you just don't have enough energy to get things up in time. I had 14 energy, and this basically amounts to three tower and only if I don't need to do a draw to get the right card. However, the enemies are so strong that it feels like I need to have five towers up immediately if I want to be able to keep up. This is a common problem with tower defense and puzzle games, where the scaling is made too steep too fast and it becomes impossible to beat from an early point.

Like, is there any way to upgrade cards and make them stronger or reduce their magic cost? Is there a way to upgrade your wizard kitty beyond getting just +2 to your maximum magic? Like something to make it recharge magic faster or maybe heal itself over time or per stage? These are the sorts of things that will help you expand the gameplay to make difficulty scaling make sense. Otherwise, you're just putting people into an unwinnable numbers game.

This is what I think is the main thing this game needs: to balance its scaling and then aim for expanding the cards and adding upgrades so that even higher difficulties will be possible. Actually, since this has a roguelite element to it, why not make upgrades that carry between games? Only things that affect the kitty, of course.

Developer(+1)

Hey hythrain, thank you for giving the demo a fair shake and giving very concrete and actionable feedback. I will see what I can to to slow the ramp up a bit :)

Submitted(+1)

Hi fellow cat game maker! Loved the papercraft aesthetic and how clear everything was even without a tutorial or any text at all. Had a lot of fun with the different towers and being able to reroute the enemies so easily.

Did miss the 1st couple of card acquisitions though, probably because I am blind, but got used to clicking on the right hand of the screen to advance so my eyes were over there after a battle had finished. Maybe force showing them to the player and allowing them to skip from there would help with this a little?

Good luck with the rest of development :)

Developer

Hi Ella, Thank you so much for giving the demo a shot and thank you for the feedback! I have since implemented a feature that does make only the card button show until you looked at the cards :)
Unfortunately I stopped updating the itch version two weeks ago. Thank you again for the kind words and good look with your cats too!