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A jam submission

Hex Clifford R(2,0)View game page

Survivor-like game with Clifford Algebra Magic. Weave, cast, endure.
Submitted by alaula — 2 hours, 28 minutes before the deadline
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Hex Clifford R(2,0)'s itch.io page

Results

CriteriaRankScore*Raw Score
​POLISH: What is the overall quality of the game?#254.0264.026
THEME: How well the theme is used?#293.9213.921
FUN: Is the game enjoyable to play?#383.4473.447

Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository
https://codeberg.org/alaula/raylib-gamejam-2026

Team members
alaula - design & code
ahmed4455666 - models & textures
MrHAX - SFX & music
ren.ditions_ - cover art

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Comments

Submitted

Cool game, though using QE while WASD is a bit difficult when going left or right.

Submitted(+1)

Very cool idea! I would like to understand the math but I haven't taken abstract algebra yet.

Developer

Thanks!

Btw, This has more to do Geometric Algebra than Abstract Algebra. I personally like it quite a bit because it unifies complex numbers and quaternions into one unified system. Abstract Algebra technically covers every form of algebra including linear algebra.

Submitted(+1)

I love the art, I love the mechanics and the progressive difficulty is spot on. Continue improving it and I'd love to play on my phone in transports!

Developer

Thanks! I actually haven't a considered mobile release before, but I can see the appeal!

This whole project was on a whim for everyone involved, I never made a game before, the 3D artist never made a 3D model before, the other two knew what they were doing. It was a fresh experience for most of us.

Also I have no idea how I would monetize a mobile game, any ideas?

Submitted

Unfortunately I have no idea. This game makes me think of Survivor.io

I've already been addicted and leveled up to lv10

Submitted(+1)

This is all around a very good game! Nice art, music and interesting idea with the glyph weaving. I had fun.

Developer

Thanks! Glad you liked it

Submitted(+1)

Love the 3d models and animations! It does indeed feel like magicka + vampire survivors, albeit the mix has one issue: the vampire survivor part feels like the predominant one (it's easier to just walk; it doesn't make sense and it's actually difficult trying to cast something while avoiding monsters *and* clicking / targeting). It feels like too many things to juggle for little gain - one can simply walk. Very early on I felt that the automatic spells did all the work for me. As for the casting, I never played much magicka but from what I remember that game (and helldivers to some extent) force you to really learn the patterns and diversify. I don't see much need for trying to do different combinations here - once I learned to do "the bomb" (my name for the light circle haha) I just spammed that. If I'm honest, I have absolutely no idea what the actual math for combinations is - I mashed buttons until something happened. My way of playing wasn't effective, but once I discovered "the bomb" I knew how to reproduce it and I just went for it. There's still a lot of potential here though, hexing and surviving is a fun combo :)

Developer(+1)

Indeed! I also think this combination has some potential but its an incredibly tough challenge from a game design perspective. Both vampire survivor and magicka are incredibly well built, very complex games from a design perspective. I'm considering doing away with passive weapons altogether and go pure active because they can't really seem to mix properly.  And frankly the combos are not fully implement so there's hardly any benefit to cast more than one glyph, as can be seen by reviews about everyone spamming a single ability. The selection of abilities needs a rework as well, I chose them based on actual Vampire Survivors weapons (like the dark circle being a direct analogy to pentagram and hex flask is just santa water). But that selection doesn't really seem to work out when the player has full control over what weapons they get to use. Not to mention I didn't have the time to lay out an ability matrix to figure out what effects what combos would have to then adjust it. So when you cast more than one glyph all you get is a stat boost which is hard to tell unless you're actively counting damage markers.

I'm still pretty happy with how it turned out especially considering this is the first game I've actually made, I spent years learning about every backend system that goes into a game engine but never really put that together into an actual product before. For example, the outlines you see are made by reading the depth buffer, and that required me to create a custom depth buffer directly using opengl commands without relying on raylib, its also the reason I put a giant warning on the description saying *please let me know if you encounter any graphical issues*. So far the only failure I've seen is on a 15 year old computer that just refused to render the game.

I think I will definitely try to polish this into a better game after the gamejam, the mechanics will need a lot of thought to actually nail down. And I need to make it so players can't live indefinitely by just walking around. Because thats something you can do right now if you're good at herding.

Submitted

For a first game - it's then even more cool than I thought :) 

Submitted(+1)

Awesome game, very fun to play! I always got swarmed pretty fast :D

Developer

Thanks for playing! Glad you had fun

Submitted(+1)

I struggled at first, but I managed to understand the mechanics, and once you learn a few combinations, the game becomes really entertaining. I think it's the first time I've been so scared of penguins

Developer

Really makes me glad I was able to make something people enjoy! This is the first time I made a game

Submitted(+1)

Love the art style of the game! It took me a while to figure out the spell system, but that's part of the fun.

Could not understand if there is some kind of cooldown/requirement for the QEQE/EQEQ dark spell, it seems there is, and it makes sense since it's OP (I understand it has a drawback of not giving/destroying XP on the ground), but feels that there is no cue for the cooldown or something.

Holding the QEQ spell forever while walking in front of the penguins is fun xD

I would say my favorite spells are: QEQ, EQE and EEQQ/QQEE

Developer(+1)

By the way EEQQ/QQEE is same as EE/QQ, the glyphs are actually based on a real mathematical concept called clifford algebra at R(2,0) space (hence the name `Hex Clifford R(2,0)`).

Yeah I couldn't get around to add a cooldown indicator for the QEQE spell, even the indicator for active spell and hold icon were last minute additions (the orange circle that appears around the spell plus the hand icon that appears above it to indicate it can be held). Still pretty happy with how much I was able to fit in this week with relatively relaxed schedule, except for the last 2 days where I basically worked on it morning to night.


In case you're curious about the math of how the spell system works, which I reckon nobody read the description to find out it actually is math, It works like this:

Clifford Algebra (also known as Geometric Algebra) works using "base vectors" that are not variables but literal symbols. Similar to units you see in physics, like how when you divide `10 meters` by `2 seconds` you get `5 meters/second`, the units are symbols that don't disappear.

So in the specific example we have, the R(2, 0) space, we have two symbols, x and y, or i (Q)  and j (E) as I denoted on the main menu, what we call the symbols doesn't matter, only thing that matters is their behavior. Which are the two rules you see on tutorial, equals "annihilate" (result in 1), swapping different symbols negate EQ = - QE.

So going back to the spells you showed, let me work out the math for them:

+QEQE = - (EQ)QE = - E(1)E = - EE = -1 (so the dark circle is -1)

+ EEQQ = + (1)QQ = + QQ = + 1 (and white circle is +1)

Submitted (2 edits)

Thanks for the explanation! I was wasting 2 key presses haha

I won't lie, I read the description but I just went on and played the game experimenting with it as if I hadn't read a thing, so that's on me xD

Submitted(+1)

Fun game but hexing is awkward when there are 40 penguins attacking you

Developer(+1)

I actually had the opposite complaint from someone else, saying that penguins are so easy to avoid they feel no danger and can survive indefinitely without casting a single spell.

Submitted(+2)

doing the hex patterns felt like doing ninja hand signs. I had fun

Developer(+1)

Never thought about it that way before, but it does feel that way now that you mention it. Glad you enjoyed it!

Submitted(+2)

I Like the art!

Developer(+1)

Thanks! It took *a lot* of effort to get the game to render like that.

Though it makes me sad that some computers and mobile can't seem to play it because i used modern WebGL reading from depth buffer.