In this patch I added tile based resources, tile adjacency bonuses, and updates the cards to now work with these new systems. I think this makes the game far more fun to play, but what do you thing? store.steampowered.com/app/3059390/Hexagod/
Great little find from the TH-cam algo. Currently developing my first game (mostly for learning) and can't wait until I get to your level of skill. Right now it's very much an uphill battle despite having completed 3 years of computer science, lol. Keep up the great work, game looks great - wishlisted :)
Great change in pace, direction and vibes! It clearly shows how you evolved as a game designer :-). Keep up the great work! Will definitely try the demo this weekend 😊
This looks like a great change compared to the previous version of the game. I had played a previous demo sometime during October and got stuck as the system didn't feel intuitive to me. Kept having my villagers die off because I wasn't able to keep up with their food needs, but then I also wasn't able to get enough buildings/improvements since I didn't have enough of the other resources either. I felt like part of it was because packs had both tiles AND resources/improvements, so often I had too many cards in my hand that were useless without enough ways to get the things I actually needed. Love the fact that tiles are now separate, and I also enjoy the idea of the tile placement puzzle. Seems way more fun, and I can't wait to see further development of Hexagod!
Totally agree on those feels you had from the previous version and I'm glad to hear you things these changes are a step in the right direction. Cheers!
For me, it is the joy that i remember of Populous (one of the first games I ever played) rather than the disappointment I had when I actually revisited that nostalgia. I've held off trying the last few patches, but the updates continue to make me so excited, I can't wait to enjoy giving it another run soon!
I remember the secret tile combos in an earlier version and how hard it would to place them with the daily quad tiles. This seems like a good middle ground. I haven't played this latest version but I wanted to let you know that by removing the combat elements, there was hardly any reason to open the 2nd card pack for bigger food and resources. I hope you can figure that one out (maybe you don't even need card packs now that tiles aren't in them?). I don't envy your position right now, if you were making an action game it's easy to see what adds fun and engagement. Making a cozy puzzle builer game? Not so easy.
The demo is fun but a few things bothered me, you place a village costing 2 food they should not need food that same day, first new villager I placed died because it was the end of the day, and i didn't know, the Fish and rabbit and berry cards don't feel like a reward you gain 1 food on a hex that is already giving 2 food, 2 food for 3 collects if adjacent would feel more worth it. Collecting wood and stone feels pointless in the demo, and the demo just instant ending when i placed my third village felt like a punishment, I wanted to see my wee dude work until the end of that day. I also didn't like the drag option latchig and having to right click to exit didn't feel natural. I liked the sky changing during the day to show the time, the pacing felt good, It needs just a little more game feel.
Hey thanks for checking out the demo. I agree with most of your issues and I think a lot of that is balance related. But it sounds like you enjoyed the core gameplay loop so luckily balancing is just changing the number. Also, total oversight about the wood/stone. That will be fixed in the next demo patch. Cheers!
Love the idea, but when I have a lot of tiles and multiple villagers I can see collecting the resources becoming a chore. Maybe instead of every tile getting refreshed every two days every day or so there is a chance of resources spawning with a higher chance if you have adjacent bonuses.
My hope is that mid-late game building will let you assign a villager to them for a day or two will they refine/auto-collect nearby resources. But if the micro become too big of a deal I could see myself adjusting the balance here. Thanks for the feedback!
@Aarimous Of course! I've been watching since you first announced the project and have been playing the demos as you have made changes. This is my type of game and I think you are nailing it! Looking forward to seeing how the game evolves. Day 1 purchase from me.
Hey Aarimous. I downloaded the game and all I see is a black screen with a white hand icon that I can move around. I can click things still and hear sound effects, or get lucky and open an external link (like press kit).
What sort of system are you using? Maybe you could try re-installing the game. If you join my discord we could chat a bit easier about this issue. Cheers!
The combination of “Max”, “Use”, and “Gain” are unclear to me. Does “Max” represent how many times a tile can ever be “Used” in total, does “Max” represent the capacity of the tile for “Gaining” resources, or something else? I think it’s the second option based on the explanation later in the video, but I’m not sure.
In this patch I added tile based resources, tile adjacency bonuses, and updates the cards to now work with these new systems. I think this makes the game far more fun to play, but what do you thing? store.steampowered.com/app/3059390/Hexagod/
Great little find from the TH-cam algo. Currently developing my first game (mostly for learning) and can't wait until I get to your level of skill. Right now it's very much an uphill battle despite having completed 3 years of computer science, lol.
Keep up the great work, game looks great - wishlisted :)
Thanks and good luck on your journey!
Great change in pace, direction and vibes!
It clearly shows how you evolved as a game designer :-). Keep up the great work! Will definitely try the demo this weekend 😊
Thank you :) My goal right now is to just keep learning and enjoying the journey. Cheers!
@Aarimous best mindset to do it 👌
The vibes of this game are really chill, I like it.
This looks like a great change compared to the previous version of the game. I had played a previous demo sometime during October and got stuck as the system didn't feel intuitive to me. Kept having my villagers die off because I wasn't able to keep up with their food needs, but then I also wasn't able to get enough buildings/improvements since I didn't have enough of the other resources either. I felt like part of it was because packs had both tiles AND resources/improvements, so often I had too many cards in my hand that were useless without enough ways to get the things I actually needed. Love the fact that tiles are now separate, and I also enjoy the idea of the tile placement puzzle. Seems way more fun, and I can't wait to see further development of Hexagod!
Totally agree on those feels you had from the previous version and I'm glad to hear you things these changes are a step in the right direction. Cheers!
For me, it is the joy that i remember of Populous (one of the first games I ever played) rather than the disappointment I had when I actually revisited that nostalgia. I've held off trying the last few patches, but the updates continue to make me so excited, I can't wait to enjoy giving it another run soon!
Thanks for following along! Cheers!
I remember the secret tile combos in an earlier version and how hard it would to place them with the daily quad tiles. This seems like a good middle ground. I haven't played this latest version but I wanted to let you know that by removing the combat elements, there was hardly any reason to open the 2nd card pack for bigger food and resources. I hope you can figure that one out (maybe you don't even need card packs now that tiles aren't in them?). I don't envy your position right now, if you were making an action game it's easy to see what adds fun and engagement. Making a cozy puzzle builer game? Not so easy.
The demo is fun but a few things bothered me, you place a village costing 2 food they should not need food that same day, first new villager I placed died because it was the end of the day, and i didn't know, the Fish and rabbit and berry cards don't feel like a reward you gain 1 food on a hex that is already giving 2 food, 2 food for 3 collects if adjacent would feel more worth it. Collecting wood and stone feels pointless in the demo, and the demo just instant ending when i placed my third village felt like a punishment, I wanted to see my wee dude work until the end of that day. I also didn't like the drag option latchig and having to right click to exit didn't feel natural. I liked the sky changing during the day to show the time, the pacing felt good, It needs just a little more game feel.
Hey thanks for checking out the demo. I agree with most of your issues and I think a lot of that is balance related. But it sounds like you enjoyed the core gameplay loop so luckily balancing is just changing the number. Also, total oversight about the wood/stone. That will be fixed in the next demo patch. Cheers!
Love the idea, but when I have a lot of tiles and multiple villagers I can see collecting the resources becoming a chore.
Maybe instead of every tile getting refreshed every two days every day or so there is a chance of resources spawning with a higher chance if you have adjacent bonuses.
My hope is that mid-late game building will let you assign a villager to them for a day or two will they refine/auto-collect nearby resources. But if the micro become too big of a deal I could see myself adjusting the balance here. Thanks for the feedback!
@Aarimous Of course! I've been watching since you first announced the project and have been playing the demos as you have made changes. This is my type of game and I think you are nailing it! Looking forward to seeing how the game evolves. Day 1 purchase from me.
Hey Aarimous. I downloaded the game and all I see is a black screen with a white hand icon that I can move around. I can click things still and hear sound effects, or get lucky and open an external link (like press kit).
What sort of system are you using? Maybe you could try re-installing the game. If you join my discord we could chat a bit easier about this issue. Cheers!
Any chance of a mac release? I've been enjoying watching you make it but I want to _play_ it 😭!
Noted, I'll work on adding one this next week.
@@Aarimous 🙀🙀🙀
The combination of “Max”, “Use”, and “Gain” are unclear to me. Does “Max” represent how many times a tile can ever be “Used” in total, does “Max” represent the capacity of the tile for “Gaining” resources, or something else? I think it’s the second option based on the explanation later in the video, but I’m not sure.
In all honesty, I thought your game was supposed to take a civilization game style direction