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HEXLOCK's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| FUN: Is the game enjoyable to play? | #21 | 3.733 | 3.733 |
| POLISH: What is the overall quality of the game? | #23 | 4.067 | 4.067 |
| THEME: How well the theme is used? | #42 | 3.733 | 3.733 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository
https://github.com/giraffekey/hexlock
Team members
masterofgiraffe (solo)
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Comments
I think it took me like 3 visits before I finally got it. For some reason i didn't realize I could shoot back so i was just dodging and dodging, so I couldn't unlock any content on my first two attempts.
Other than that, the game is pretty cool. The mechanics are quite easy to grasp, and you actually have to think about how to use the the abilities. And I really appreciate how you have keybinds for both left and right handed controls (WASD vs arrow keys), Which I appreciate because I'm left handed.
It is so fun!!
What a blast! Love the fast paced gameplay loop, and the grid combat is very smooth
I liked this. nice job
The movement feels nice it doesn't feel like I lose any inputs! I love the sprites and animations especially the mole when he changes positions. The game is quite hard which is fine.
Since the games so movement input intensive I ended up finding it a lot easier to play with two hands (left for WASD and right for space), so you could also add an option for LMB to shoot.
Thank you, I plan to add mouse and perhaps touch controls (swipe for movement, tap for shoot, double tap for hex). The game keep tracks of your last two inputs which is why it feels nice. I personally use the arrow keys for movement and space for shooting even though the game also supports Z/X/C inputs.
Fun, great concept!
pew pew!
Very nice game! I am super bad at fast paced games so I only made it to wave 3 :D
Damn, this was fun! Simple gameplay with variety of interactions, and they're all taken care of quite nicely. Stuff like being able to place a rock to block a mole from moving between rows doesn't seem to be important at first, but these possibilities are what allows you to make micro decisions during gameplay that are engaging and fun! I've spent solid hour mastering the game and learning all of the spells and I consider it time well spent!
With that being said, the game can be a bit frustrating at the very beginning. Getting damaged or being invulnerable to the next hit (for instance, through heal on hit spell) isn't properly communicated to a player. I often didn't notice when I took damage, or even what gave me said damage (only after 30 minutes I've noticed not clearing the wave in time damages you). This is especially annoying considering the fact the hitboxes seem to function in a funny way (is it like tied to a tile instead of a sprite?) and sometimes the hit doesn't seem to be deserved - I had to strongly adjust to that.
Apart from that, very solid entry! I ultimately won by farming a couple of advance spells throughout the first waves, then using magma on the last column - this basically auto-completed the last couple of waves (some of them didn't even start, which I assume is a bug caused by not being able to spawn an enemy on claimed tile?). I'd say triple spells are a bit too OP but I kind of liked it LOL
Really glad you enjoyed! I like that every time I participate in a game jam I always have that one player that breaks open the game.
The game can definitely be largely about controlling the field through advance, magma, and rocks. I'd even say it's near impossible to beat the final few waves without a defense of some sort. I will admit I may have made farming a bit broken which is why the time limit exists.
The game definitely needed some additional animation and visual effects I didn't have time for. None of the statuses will update the player sprite so you won't know when you have fire cloak, phantom, leech, reflect, etc. The player is lacking a hit animation. Enemies are also lacking hit animations, death animations, and spawn animations. The last one is an issue because sometimes an enemy will spawn in and immediately attack you, so I'm planning to give them a few frames of animation when they first spawn.
There are actually no hit boxes and damage is entirely tied to tiles. Basically if you see you are still moving you are considered to still be on the tile you are moving from, but this can lead to a visual issue where you're visibly 90% of the way to the next tile but still get hit because your position doesn't update until you're 100% there. The game doesn't have any physics but instead just checks if a bullet is moving onto the player's tile. You mostly just need to get used to the timing of the enemy attacks and dodge earlier than you think you should.
I made it to wave 7. It's a fun game and feels complete with the soundtrack and everything. I thought the difficulty was a bit hard after the first few waves, but that might just be a skill issue on my part, haha. Solid interpretation of the themes as well. Good work!
There's definitely a difficulty jump after the first ten waves or so. I will probably make the game longer at some point to ease out the difficulty curve. I designed fifty different enemy arrangements but didn't have time to fully test all of them so some of them are pretty unfair.
Very cool game concept, quite fast paced.
I thought I need to leave no tiles for enemies to win, but Looks like not. And I was so close they had only 1 column!
There are two ways to win: survive 20 waves or claim all tiles.
cool game! it was also really fun to play 😎
As a fan of tactics games, I really like this concept. I def think its worth work shopping into something larger. I will say, the dudes that turn orange were way to fast for me.
The pink "sheep" enemy? You can push them back by hitting them with a bullet, which is usually easier than trying to dodge them imo.
Very addicting game with a great concept, love it alot