herryfabien 2022-04-17 01:21
It kinda confusing for a azerty user to navigate in the hexagonal grid to be honnest ^^ But i love the graphical effect
Foon → Ludum Dare Explorer → LD50 → Embers
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It kinda confusing for a azerty user to navigate in the hexagonal grid to be honnest ^^ But i love the graphical effect
Nice! Looks like you've got your sights on making an RPG ;) The hex animations were cool. The best thing I can think of to add would be to allow the player to input the next move during the walking animation, so the next move can start as soon as the player arrives in a hex. I think that will make it feel a lot smoother. I just finished my Extra entry, too; feel free to check it out!
I liked the sounds!
The hex movement was surprisingly easy to get used to. There is a lot of juice, from the sounds to the tile animations. You've got something cool on your hands
I like the relaxing feel of the game created by the sound effects, the animations and the slow pacing.
Very nice game here! I initially thought it was too simple, but I liked the time, resource and self-orientation in the map altogether. The game is also well polished as others said. My only issue, is that difficulty doesn't really scale after just a bit; My progression of turns left went something like 30 -> 60 -> 100 -> 160 -> 300 -> 650. At some point, it didn't feel that exciting anymore, and coming back to the fire felt like a chore, so I went to explore until the end, with +100 log resources. Then the falling of ALL tiles took like 2 full minutes maybe lol. Still, very nice game for a game jam.
I'd encourage you to expand the game if you can, even if just a little bit, since I can see the game gaining lots of value just with a bit of diversity and effort, on the already nice foundation you have. Congratulations overall!
Screenshot from 2022-04-17 13-16-58.png.
Please continue working on this, it has so much potential! I love the board game aesthetic which you could lean into even further, and there are so many ways you add to it. Good job!
that's lit! I dig the style and simplicity!
That's pretty innovative. I liked the way fog of war was handled and the navigation. Would have been good to have an indication of how dire the fire's condition while we wandered.
Great animation style and innovative controls, I thought that it's very suitable, but then I realised it's really cool! Keep on evolving it into a real game, good luck!
I really like hex games, but I think movement by clicking would be more intuitive. It's not really your fault, it's just the nature of hex grids.
I really like the way the world builds up as I move around. The cells flipping has a nice feel to it and I like that the character is a traditional boardgame piece.
I think you have a solid base to build off of!
@herryfabien You're absolutely right, I'm sorry there is no alternate control scheme. This is something I need to be more sensitive about in the future, even for quick tech demos.
@madbarron Thank you for the feedback! Movement happens a lot, so it's important to make it feel good. I'll keep that in mind.
@albertnez You beat my own high score and have _way_ more patience than I do, haha. Thank you for playing!
The way the board tiles flip is really satisfying. This is a foundation for a great game. I'd love to see this developed further.
Love to see hexagonal games. That ending animation of the tiles falling is super slick.
Love the animations of the tiles appearing and the movement system felt natural despite being a hexagonal game. Great work!
Nice little demo! I guess there is not much to do in the game yet, but I like the idea of a turn based survival game with a board game feel.
The movement mechanics was very agreeable to play and to see, with just a few moments to get used to the keyboard shortcuts. I loved the animation and the sound of the tiles appearing, and it made me want to have more of them uncovered each time, so it translates to wanting to explore more and more, so that's a good thing for an exploration game, maybe less if we have to come back every time for fueling the fire. Moreover, I agree with all albertnez said about the game (too easy, and adding more diversity).
I had a little trouble knowing whether the fire would extinguish one day, and understood it only after several long expeditions. Maybe add the number of rounds left at the same time as when we put the wood in the fire (no need for double checking the fire).
Overall, really nice impression.
Very cool game. Nice visual effects. If you could add a timer on how long the flame will be up for, that would help a lot :)
As a tech demo it is cool. The tile flip is nice and the whole thing is pretty smooth. I could see this tech integrating nicely into an indie civ or board game type game.
Well polished, but gameplay-wise a little lite. Still, really cool to play around with.
Dude!!! Well done!! An excellent game!! Well programmed, well designed, simple graphics abnd sound.
Just a job well done. Thakn you for taking the time to code up this idea.
Grading it as a tech demo, there is a lot to like here! The board has a nice feel to it, and the exploration hex flipping effects are really neat. Especially the game over collapse.
I'd say nailing the controls is going to be key. Despite the control note, I tried to do it WASD style and forgot about QE part, which made movement feel awkward. My fault I know, but perhaps some small letters around the hex that tell what key to hit to go which direction could be helpful the first few 'rounds'. I also kind of really want mouse point and click controls too.
Also if I just run for it, when the fire goes out it takes a LONG time for the collapse effect to reach me, feels like the game is broken since no other message or sound effect is ongoing to tell me something is going on.
Hopefully you can find time to refine it, since as a platform to build something bigger on, it already feels and looks great.
Nice graphics and sounded cool when moving. The game itself was rather tedious. Indication of how long you have left for the fire to go out would be good at least for the first round. Adding a little variation to the hexes, even if it was different shades of green would make it feel more like you were exploring.
The sound design here is on spot, controls are nice, snappy and intuitive. One thing I have problem with is an obvious lack of things to do (after you explore the closest tiles, the gameplay quickly turns stale and repetitive). I also noticed a weird behavior, when I had around 100 rounds left as I was leaving the fire,yet I died like 20 rounds later.
Great visual. Awesome theme cover and sounds. Thank you for making it!
The sound effects are so satisfying! Would really like a timer for the fire going out.
i like animations and visual effect
The idea is interesting and there are very good concepts applied here, as you say, it needs more development and work, but I think it is on the right track. I really liked that fog on the map, I think I didn't feel so comfortable with the handling of the character, it would be better to be able to move it with a mouse click to select the exact grid where to go. Good job overall, congratulations! xD
Great tech demo! I kept it lit for 1050 rounds and at first, I thought it had crashed because I was so far from the fire that I didn't see any tiles falling for a long time.
I think the game would benefit from an arrow pointing back to camp. Also, I noticed that the hexes turned gray just outside your area of view, but you wouldn't spot logs in those spots until they were in the green area. So when you walk a long distance and everything looks gray, you can't quite tell if you've actually seen a hex or not. I'd suggest either showing the log when you expose it or coloring hexes differently if you've exposed it but not had it in view range. Also, a "life bar" at the bottom would be helpful.
@djtequila @vicsparkz @bufalloo @oroshix @cyzaine @jakobthequizguy Thank you all for the kind words. I spent a lot of time thinking about the look and feel of the tile reveal. As a game atom, it's one of the things that the user will experience the most, and it's good to know that others find it as satisfying as I do.
Woah ok, this is really neat. Satisfying low level interactions and presentation. I think having UI up for the player to know how many moves left they have before the fire place goes out would help you manage your "gone from fire" endurance. Im sure its arguable that's part of the challenge to remember what 50 turns feels like and that's part of the risk and reward but as the game expands feel would be necessary. Really solid base, too bad we all didnt have an extra 24 hours to add in some new content and mechanics on this - I would have loved to see how you would have expanded it! Well done, you've kept the fires lit on this game jam
@oroshix @cyzaine @olafstromberg @emaigualmc2-art @machwerx I super appreciate the critical examination, and that you took the time to share the bits that were frustrating and/or confusing. I share a lot of similar feelings (and expected most of these comments). This is great feedback for future work, and exactly the kind of input that I need at this stage.
Very nice concept :) Sounds were also nice
The style is great, but I sure would love to see a more rich interplay of mechanics. 1. It'd be nice to see the number of rounds remaining without visiting the fire. 2. Narratively, if I can walk away from the fire for a long time, why do I need this fire at all? 3. The controls felt a bit tricky on a hex grid. I wouldn't mind this if the game mechanics benefited from the hex grid though. 4. The game needs to force me to make a decision. Exploring randomly isn't a decision, it's busy work and will always lose its spark after a short run. A mechanic that balances the number of items collected vs the player's move speed could solve this. 5. Upgrades never hurt :)
A simple and okay little game idea. Perhaps it would have been fun with a bit more content, but it's okay for jam game. I really like the visuals. Overall a pretty good jam game.
This is mostly just showing off the slick hex world animations and I am here for it. The sounds, the flipping, the falling away at the end...all super satisfying. Nicely done.
Navigating on the grid with the 6 movement keys was interesting and not something I'd ever tried in a game. I got the hang of it after a minute, but it took some adjustment.
Finally, I wish I had some kind of 'fire status' that I could see when the fire isn't on my screen. If you wanted to, that one piece would make it feel much more like a game.
A fun little demo for sure either way, with some good lessons in there.
Does the game keep the entire grid loaded at the same time? I went looking for the edge of the map, but never experienced any hint of a performance issue (I didn't find the edge of the map, either, though I went in a straight line for some 500 tiles). I thought the game had frozen at the end, but eventually the tiles caught up and I got the score :thumbsup: The flipping tiles look cool, I also like the way the fire flares up when you drop logs on it. It feels nice to keep coming back to drop off bigger and bigger loads of wood. Nice work!
2022-04-19 14_38_03-LD50.png
:) Very cool game! I like the idea a lot. The art is simple, but really nice. I love the tile animations. The balance seems pretty good. A couple other variations in mechanics would make this feel like a really great fleshed-out game!
The animation and sounds of those tiles and the play piece are amazing! I could play this for hours just for the sound design. The gameplay is simple, but still captivating. I would love to see some kind of exploration focused game with this design.
love the sounds and animations/effets. good job
Edit: Is there a way to rate your game?
@prakkus thank you for the kind words! I'll keep your feedback in mind - a lot of others have expressed similar opinions and you're all totally right. A future version of this game will have a lot more information be less opaque to the end user.
@markopolodev In this game (and in general when I need to store grids of "infinite" size) I used a dictionary. Looking up an arbitrary tile has a negligible performance impact, and you only really pay the cost in memory (which is frankly - pretty cheap).
The trick is to only update the tiles you need to. In this demo, we only check the surrounding tiles at the beginning/end of a player move. In the work I'm doing now , I'm trying to break the world up into "regions" or "chunks" - so I only ever need to look at a fixed number of hex tiles. If you move too far away from a region, it can be unloaded from memory until you get closer to it.
@joe40001 I opted out of ratings for the Extra category. I'm more interested in getting feedback, and rating other folks' games.
@andrewkennedy This choice might have had the unintended effect of making your game always be at the front of the "smart" rating list, because nobody can rate your game you will always have a very high ratio of ratings you've done vs ratings you've received.
Even if the score doesn't matter too much to you, I'd consider in the future to include at least one category to rate on your game so that this doesn't happen.
Oh snap, yeah that seems like a bug. There is a checkbox when submitting Extra games that says "Opt out of ratings" so that's probably happening to a lot of other Extra participants as well. I'll file a support request so that the issue is logged.
Nice little game. The sound design is kind of asmr-ish ahah. I find it pretty hard personally. Good mood :)
The sound design and control are really good :) the game fits the theme quite well!
Some more features would be nice (different types of pickups). I know this is only a tech demo, andI read your devlog, but I like the feel of it. The movement felt good, and I really liked the tile animations.
The QWE-ASD movement works very well, I think. I found the going to be a little slow, but only because I wanted to be able to essentially hold a button to travel: I was going quite long distances by the time I finally gave up (though I've seen the board-breaking animation in your devlog - good stuff!). I'd be curious to see what else you do with this, as it has a lot of potential.
Very nice animations. Good job on the sounds i like them. Please explore this more i like the overall idea
I really love your idea for this game! Looking forward to stumbling over the full-fledged version at some point!
At first you had me thinking you had made a Catan clone :)
Awesome, sound design make a huge boost !
Would be nice to see some kind of "X turns until the burn off" info Flipping sound and animations are awesome)