Hex-Yield by AndideBob

Hex-Yield is a chill puzzle game about building the world of your imagination on a small hexagonal grid. Each tile you place influences the tiles around it, so by combining different tiles you can get some interesting results. But every now and then you have to reset your world and gain the potential of what you have created, to then go ahead and create something even better.

How to play:
Manipulate tiles to create a world with a lot of potential. Once you are happy with your world you can harvest this potential and start over, but you can invest the harvested potential to create more complex tiles. Different combinations of tiles will also generate more potential. Some combinations might be a bit tricky to find. Once you fill up your progress you will gain extra tiles to work with.
There is no win state, but you can try to find all the different tiles there are by combining all kinds of tiles. Or you can try to reach the maximum map size by filling up the progress bar.
Hint:
The potential you have left when harvesting your world is lost, so make sure to spend as much of it as possible. (Unless you activate Chill Mode in the options)

Controls:
- Left Mouse Button - Click and Interact
- Right Mouse Button - Cancel Selection and Hold to Move
- Mouse Wheel - Zoom

* Post Jam Version is out! *
Changelog: - Made it possible to switch tile selection without cancellation - Added a menu - Made compendium easier to read and added hints - The game now saves your progress - Chill mode can no longer be turned on or off at any point - Added discovery effects to show when a new tile was discovered
Full Version Features - 22 new tiles to discover (That's 53 total!) - 20 unlockable achievements - New creative gamemode to unlock
Credits:
A game by - @AndideBob
Graphics by - @Rincs
Music by - WhistlingForest
| Link | https://andidebob.itch.io/hex-yield |
| Link | https://andidebob.itch.io/hex-yield |
| Link | https://andidebob.itch.io/hex-yield |
| Original URL | https://ldjam.com/events/ludum-dare/52/hex-yield |
Ratings
| Overall | 20th | 4.298⭐ | 106🧑⚖️ |
| Fun | 21th | 4.235⭐ | 104🧑⚖️ |
| Innovation | 31th | 4.162⭐ | 104🧑⚖️ |
| Theme | 96th | 4.218⭐ | 105🧑⚖️ |
| Graphics | 111th | 4.269⭐ | 106🧑⚖️ |
| Audio | 37th | 4.148⭐ | 100🧑⚖️ |
| Mood | 72th | 4.109⭐ | 103🧑⚖️ |
| Given | 102🗳️ | 168🗨️ |
There's just one thing I didn't like, and that is the fact that if you want to cancel a tile, you have to click on the red cross above. You can't just click on another tile ; in this case, the UI is blocking. That's a pity. And maybe make a smoother animations, with an easing curve, to move the camera when you click on a tile.
This is an absolutely GREAT entry, I'll surely keep it and try again later to get all 31 tiles. Awesome work !
Stopped playing when I was missing a few tiles because I lost all progress by mistake.
Maybe set chill mode as the normal mode, and make the other one hard.
I normally wouldn't expect it but kind of was hoping the game saved my progress so I could play more of it without needing to restart.
and there seem to be a lot of interactions to find out! makes you want to keep digging
At least I "achieved" in unlocking the full progression...

Couldn't find all the different tiles though. But did find quite a lot. I'm missing 22, 24 and 26 only.

Can't really say that all those combinations really made that much sense. And it was so difficult to try to plan forward enough to make room for some specific combinations you wanted to try out. And the initial "watering phase" became such a bore after doing it over and over again.
It controlled quite smoothly and they were kinda intuitive. Hated the automatic camera movement when clicking on tiles though. And getting locked to some tile and needing to right click or hit the X to cancel felt pointless as just selecting some other tile could have done the same thing.
Visually it looked amazing. Loved the hand drawn art style and especially the bouncy animations. The sound scape was pretty perfect too and the music fit the mood and feel of the game great.
Oh yeah and the mac version needed this classic thing to actually run...

Anyways, good job! Clearly one can see that you have a team where everyone knows their area well. 👍
I'm so dumb, I literally watched how everything was made on stream and forget it all when I went to play it ToT
The first time I placed towns my play area increased, so I built more towns thinking it'd increase it further but was disappointed when it didn't. I still don't quite know exactly what controls the play area increases, maybe the total accumulated points?
Great game, lots of depth to it. Very impressive!

I tried my best, but there are still three tiles that I haven't found.

Very intersting game, spend a lot time in it, I like it art-style and enjoy the music. Gameplay is also great, unlock tiles is what players want to do, that is a good motivation.

Really chill game where the only goal is to satisfy your curiosity :)
I liked the random notes when tiles got converted.
I was ADDICTED to this game. This game hits all my likes. I love civ sims, and building the terrain. I love puzzles. And then having to get every possibility! I could NOT let it go without finding the last one. I legit went to bed with 3 to go, and finally found the last few this morning lol. Well done! I always love seeing games you're a part of!
One thing I think would be nice would be a hint system not one that tells you what it is but maybe a hint. The order sort of does that but I knew it had something to do with the town just not sure what. Anyway, would not do my job again 10/10. Yip yap!
I LOVE IT
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That's all i can say ;)
What a wonderful game! Thanks for made this game! Cheers!
sometimes i had a new combination and was super happy about it but was unable to reproduce it later due to my brain performances haha i think i got something like 25 tiles discovered, and have no idea how to find the last ones
Here’s the start of your game if you wanted to re-watch initial thoughts youtu.be/gfUiPVIkyL0?t=1920
Loved the chill vibes of this, and the challenge of hunting down the missing tiles! Nice work!
Oh, also I couldn't find a way to quit the game (other than alt-f4'ing)
Sound effects and animations provide a good feeling on tiles interactions.
That provide a lot of satisfaction when planting an item, and even more when finding a new tile !
Maybe the interaction needs to be polished a bit, I have identified 2 minor flaws about it:
- You have to unselect a tile primor to select another
- The transition animation between 2 tiles is slow and linear, which makes it a bit rough
Please, add a savegame function! ^_^; Also maybe a way to see all the "known" tiles at the same time (it would help planning for the next map).
loved the art and the music. UI is very clean.
amazing!
There are some combos that are wierd and others I would expect but they doesn't happen. For example I would expect that villages can transform flower tiles (meadows) to something, like a ground for cattle, or that floods could turn oasis-tiles into something.
Personally, I would love to see an Ecosystem Simulator, where you influence the environment ... ok I want
a glorified map editor with interaction and simulation.
I had relaxed fun with toying around, so here are some screenshots for you, when I played it the third time:



Everything about it is well done. Great job!
If there's any small complaint I must make it's that you must unselect a tile to select another, as people have already mentioned like @drawrunner and probably others as well :) But the step between this game and a game that feels _really polished_ (it already feels pretty polished) is not far at all!
And the music is such a vibe.
Really nice work!
Everything here is very polished. All the graphics look great, the music and sounds are great -- I love especially the cascading notes when tiles start to combine, especially when I had a really big village that generated lots of wheat, and there was like an entire ascending and descending scale. That was very satisfying and made me want to make more big cities.
As a small note, I saw some complaints about tile deselection... I personally did not have this problem, although the deselections did feel a little slow to do when trying to check all the tiles on the map to see if they had a built-in upgrade. (Perhaps somehow marking tiles that can be upgraded could be a good thing...?)
For a while I was stuck on 28/31 tiles. Then I found the castle and fortress, and was stuck on 30/31 tiles. The fortress was also basically dumb luck, as I was kind of surprised that there was a recipe so similar to the castle recipe... wasn't really the kind of thing I was trying out intentionally.
The very last thing I found was the observatory. What was interesting is that I had thought I had tried the combination for observatory before... but of course, I hadn't.
I think that the fact that the order that the combination is done in changes it makes it pretty difficult to mentally track all the combinations that you have tested. Now, this does add some interesting puzzle elements to the game... I remember in the late game, I did have some fun trying to test a specific combination, and building all the elements in order to make it happen.
Still, I think that some sort of tracking system or hint system would be worth considering. There are lots of possible directions for this, depending on how easy you would want to make it... for example, I think perhaps the most helpful thing would be a note on the compendium when a player has found everything that can be made from a given tile, so that you don't have to waste time trying a bunch of combinations that don't work.
In particular, if my calculations are correct, there are 31 * 30 = 930 ways to choose two tiles, where the order matters, where the tiles aren't the same. This is a lot of combinations to work your way through with brute force, and it seems like it's possible to just get lost in the weeds doing something with combinations that are completely unrelated.
Now, one thing that does help here is the order of the tiles in the compendium. I wasn't trying very hard with combinations with the enchanted forest or desert when looking for those last tiles, as it seemed like they would be near the end of the compendium if I had needed to.
Anyways, I don't think there would be too much harm in just making the game easier in this way. It could even be a difficulty setting if need be.
Still, there is a lot to love here. I thought that the variety of combinations was pretty creative, and I liked all the little details, such as the differently colored tiles for different "themes" of tiles. The "potential" system worked well too, in my opinion--it was fun to get a bigger map over time, and it also meant there was some strategy in spending the potential effectively--for example, I was happy with the discovery that forests could take over fields to make more forests, and earn a little bit more potential.
One thing I thought was really cool was the way that the game world ended up looking kind of beautiful each time that I built it. It's very fun to just have these little worlds pop up as a side effect of bumbling through various attempts to craft stuff. The contrast between the feeling of, well, let's put this over here to see if we can try X combination, and the feeling of looking at the complete world at the end, is just a really good contrast.
So, overall, this game was a very creative take on the sort of genre that its in, and it was very nice to play through. Good job!
@honey-pony The compendium was added pretty much in the last hour, as per my request (cause I knew people would at least want to see the tiles collected) but due to it being so last-minute many things that would have come naturally with it were not put in (hints, recipes, etc). The post-jam game does address the issue and (I just played a test build and aaa!! I'm excited) so hopefully it will be a more satisfying experience (and less difficult, in that sense).
I'm really glad that you enjoyed the game though!!
-This game has everything it needs wrapped in a small cute bundle! Also honey-poneys comment is on point. For the compendium it does need a bit more love, and i would say that it might fit well doing it in the style of "My little inferno". What i mean is instead of ??? adding little punny jokes or hints that would steer the player in the right direction.
-The main gameplay loop of your game depends on the number of combinations and the curiosity of the player, so focusing on more combinations is what you should bet on!
-Depending on how many combinations you end up, maybe a mechanic of somehow saving the "late game" tiles would come in handy. Not having to start from the beginning, giving a sort of progress with each run.
-Lastly adding smaller objectives or quests in the style of "Dorf Romantik" could give a more gameplay focused feel than just explorative if that is something you aim for.
***Graphics and mood:*** They get a chefs kiss! And a big one at that! **MUAH** Keep them exactly as they are and keep them complimenting the games mechanics further!
***Extra:***I think this game does really have potential. It seems to fall into the category of Dorf, Islanders, Airborn kingdom and such... Depending on the amount of content it would be fair to price it between 5-20$. That being said maybe a really good way of doing it would be making a base game that costs 5$, and then rolling out expansions for 5$ that give new tile sets. I wish you all the best of luck and hope you make a great full release! As for me, ill give you a follow and drop a sneak peak if you ever post anything here :))
Both the art and the sound/music were also brilliant, evoking a really fun and calming mood that worked great to convey the cute and relaxed tone of the game, but with the sound effects being *just* crunchy enough that it was incredibly satisfying to press harvest and here my progress bar go up.
Overall, a really excellent game! The only thing I could think to add was some more information in the compendium, but I can see that's already on your list of things to do. Thanks for making such a cool game :)
I think you have something here that could be developed into something really cool with just some pop in animations and the water running over the hexes and stuff with shaders, some hundreds of hex types and some larger objective (maybe starts slow and eventually becomes PvE where there's corruption or enemy armies or something). or maybe it branches into 3d with multiply planes where mountains and castles etc. can push you up higher then you can flood them etc.
I think there is a tonne of scope here for this to become like.. a legit game. Even just this basic prototype was interesting and fun to me. Good job
One thing I'd love to see in a newer version (if not in the new version already): when you have selected a tile and the new "build options" show up, allow the player to click anywhere and/or on another tile to close this menu, rather than forcing them to click the cross every time.
Thank you for your submission!