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A jam submission

HexatronView game page

Made as a submission to the raylib 6.x gamejam
Submitted by Moopy — 7 hours, 21 minutes before the deadline
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Hexatron's itch.io page

Results

CriteriaRankScore*Raw Score
FUN: Is the game enjoyable to play?#493.2763.276
​POLISH: What is the overall quality of the game?#553.3793.379
THEME: How well the theme is used?#1062.7932.793

Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository
https://github.com/ryan-rashidian/hexatron

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Comments

Submitted(+1)

I got to wave 6 I think. I got the big merged robot on wave 4, that was interesting, a pretty unique concept in these types of games that I had played on here. I wish it was easier to get this merged robot, because on wave 5 and 6 I didn't get one. Cool game!

Developer (1 edit)

Thanks for trying it out and giving feedback! Originally I was planning to do merging with the map itself too, and the platforms, but I started running out of time :(. I learned a lot though, this was fun.

Submitted(+1)

I like the pixelart. Btw how did you render the hexagon tiles? in my case I had to make flat hexagon 3d models to render them properly. Probably easier on 2D but still curious

Developer

It was my first time doing a tile-map with hex tiles, so first I read a bit on redblobgames, and then decided on using the "offset coordinate" approach since it looked the easiest. The data for the tiles is just a 2d array of integers, same as I would use to make and orthogonal grid, then when I render, or convert pixel coords -> hex grid coords, I have the pixel offsets hard-coded in. I just copy and pasted tiles together by hand in my pixel art editor to find the offset values. Check out src/map.c source file in the repo to see (its messy and the offsets are all just magic numbers). Overall, probably not the cleanest way to do it, but I didn't want to spend too much time on it either.

Submitted(+1)

Got bored on 6th wave, still game play is very smooth

Developer

Yea, I was scrambling towards the end, By around wave 10, the difficulty should be enough where the big bots merge together, so at least you get to face a new enemy. It's possible you already saw them on the 6th, but that's my fault for not making the first 10 better.

Submitted(+1)

Cool game, solid mechanics. I think due to a lack of progression in difficulty, enemy variety, or bullet variety, it started to feel a bit repetitive after a few waves. It was also too easy. I had five lives when I got to wave 8 and quit playing because I felt like I would just end up doing the same thing for an hour otherwise.

Developer (1 edit)

By wave 10, the difficulty should be high enough to see the merge mechanic and another enemy type. I didn't have that much time at the end to play test and balance unfortunately. otherwise I would have that introduced sooner. Maybe you already saw those, but it adds a tiny bit of variety.

Thanks for the feedback! Bullet variety would would be really neat to add after the jam too.

Submitted(+1)

Solid foundation here it reminds me a little bit of Robotron 2084!

Developer(+1)

Yea, i was referencing that game for the steering movement and visual fx too. I was hoping the title might make that relationship more clear for people haha.

Submitted(+1)

Nice one! I had fun with playing through some waves :D

Developer

Thank you! Glad you liked it.

Submitted(+1)

Hi! The art in this game is very cute. I do love the amount of effort being put into the MC's hair lol. I think the themes should probably be emphasized a bit more and a banger music track could also make the gameplay a bit more lively/interesting. Good job!

Developer

Thank you! it's my first gamejam, so I'm still learning how to fit everything in the time constraints. Glad you like the MC too, but maybe next time ill just do hats ;) haha.

Submitted(+1)

Hey!  Nice game, like the art a lot, I would add there a couple of roguelite elements and you have a solid game! 

Developer

Thank you! I was really impressed by your game.