Play game
HEXEMENTAL's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| POLISH: What is the overall quality of the game? | #65 | 3.207 | 3.429 |
| THEME: How well the theme is used? | #85 | 3.207 | 3.429 |
| FUN: Is the game enjoyable to play? | #100 | 2.472 | 2.643 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Jack, Tom, Rob, Harry
Leave a comment
Log in with itch.io to leave a comment.


Comments
This is a pretty cool and unique combat system, though I think it has some rough patches. The puzzles you have to solve to deal/avoid damage are very deterministic and every enemy attacks you in the exact same way, the only difference seems to be how much health they have.
I generally categorized each attack into four different categories, two you can guarantee 3 damage and the other two you can guarantee 1 damage.
I didn't manage to escape because once I figured out this pattern I played for another 30 minutes and got bored. I have some other complaints such as encounters can happen multiple moves in a row and in general fights feel too frequent. There isn't enough variety in the visuals of the dungeon so I often got lost, the only landmarks being chests I haven't opened yet.
Really cool game. I have no idea how the spells work (haven't really played games of this type). I liked it though!
To be honest I didn’t fully understand the spell system but I gave it another try following the other comment’s exploit and managed to escape once. Despite that, great job!
5 floors later still no escape AND somehow no wind elemental! I even saw the monkey (oh no...) The combat is pretty cool but there is an exploit - counter 2 elements from enemy with themselves and damage last one. You will be doing 1 damage, but you wont need to think at all. And its not much slower than trying to go for 3 damage in one hit since you need to find 2 enemy elements in a row and its not always possible. 1 damage is always possible, but with that technique (don't think, match) you may match your only offensive options against last element, in this case just match last one to counter completely and receive no damage at all. I think the fix for the exploit would be to make some elements super - EG you CANNOT counter fire elemental's fire (only fight it, so no canceling, its either +1, -1 or 0, and if you try to counter its favorable for fire elemental). That way the strategy will still be viable, but It wont be overpowered, as you always have to check that you can counter an enemy and if not, you have to go traditional route.
Good one! Haven't yet managed to get deeper into the dungeon but I will try more later.
If this idea is continued I'd suggest gradually introducing the elements, maybe start with 1 or 2 elements at the beginning. I was struggling a bit to wrap my head around 3 element interactions at a time, but maybe this is a skill issue :)