SpaceHex by Sheepolution
Create your own space station in SpaceHex
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- Controls -
Everything with mouse, left button and scrollwheel
Helpful shortcuts:
■ A and D or Left and Right for scrolling through options
■ W or Enter to confirm
■ Space to move to the center
■ If you have problems closing the game. press delete
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- How to play -
Click on a room to select it.
You can now build rooms adjacent to this room.
Scroll to select the room you want
There are 6 type of rooms:
■ Energy - Every rooms needs to be adjacent to an energy room (except the energy room itself)
■ Miner - Gathers spaimonds. You want to build this one first.
■ Shields - Defends you from enemy bullets
■ Weapons - Shoots down enemies
■ Repair - Repairs your rooms
■ Grabber - Grabs spiamonds left behind by destroyed enemies
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Try to reach all goals, and defeat the final boss!
Good luck and have fun!
Timelapse: https://www.youtube.com/watch?v=bEDlwJAjrbc
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Changes:
■ Changed some numbers so that it's easier and actually playable
■ Fixed bug where repair and rooms attached to repair can't die
■ Fixed bug where the boss didn't appear after reaching all goals
----------------------------------------------
- Controls -
Everything with mouse, left button and scrollwheel
Helpful shortcuts:
■ A and D or Left and Right for scrolling through options
■ W or Enter to confirm
■ Space to move to the center
■ If you have problems closing the game. press delete
-----------------------------------------------
- How to play -
Click on a room to select it.
You can now build rooms adjacent to this room.
Scroll to select the room you want
There are 6 type of rooms:
■ Energy - Every rooms needs to be adjacent to an energy room (except the energy room itself)
■ Miner - Gathers spaimonds. You want to build this one first.
■ Shields - Defends you from enemy bullets
■ Weapons - Shoots down enemies
■ Repair - Repairs your rooms
■ Grabber - Grabs spiamonds left behind by destroyed enemies
-------------------------------------------------
Try to reach all goals, and defeat the final boss!
Good luck and have fun!
Timelapse: https://www.youtube.com/watch?v=bEDlwJAjrbc
--------------------------------------------------
Changes:
■ Changed some numbers so that it's easier and actually playable
■ Fixed bug where repair and rooms attached to repair can't die
■ Fixed bug where the boss didn't appear after reaching all goals
Ratings
| Coolness | 35% | 1888 |
| Overall | 3.77 | 117 |
| Audio | 3.09 | 278 |
| Fun | 3.53 | 219 |
| Graphics | 4.10 | 83 |
| Humor | 2.78 | 293 |
| Innovation | 3.73 | 148 |
| Mood | 3.55 | 145 |
| Theme | 3.45 | 690 |
really nice graphics, and solid idea, very fun overall.
I will definitely be playing this a bunch more times in the future, and I really hope I see a "post-compo" version as well, great work! :)
I *think* I reached the goals.. got some text popping up anyway? Well, I reached a goal for rooms, enemies defeated and spiamonds but nothing seemed to happen? :)
Thanks :)
Later once you figure out a good starting build, it's still hard to tell what's going on at any given time.
Two things which would help a lot, I think, are 1) a more zoomed out view, as you can barely see all your rooms and where the attackers are after building a bit, 2) have the camera pan to a newly selected room (or not at all), instead of instantly centering, as it's quite disorienting when all the rooms are so similar.
Besides that though, I like the idea, the graphics are great generally speaking, the sound and ambient background music is all good.
Sadly, the current balancing just doesn't seem beatable for me. In pretty much all configurations, there are spots where attackers can outrange my one affordable weapon, and even if that doesn't happen, theres a good chance that 3 attackers just snipe a room instantly and it's way too expensive to repair it. Maybe I'm missing something here?
The game it's really hard too, and it took me a lot of tries until i could survive the early waves, GJ!
It's too hard for me, but the concept is solid and the tile types are correct, the animation of the rockets etc. and how you can see them actually doing shit is cool, I do really like the idea and execution, it's just this type of game isn't for me.
The pixel art is really great. This could easily have been an actual game in the 1990s.
Except for the harsh learning curve I have nothing to complain about.
Nicely done!
Hey guys, for all of you who got frustrated with the first ultra hard version try it again. It's balanced much better and while I still lost first try, I'm gonna go back and try a few times because at least it feels like I have a fighting chance this time!
Also, really nice graphics.
If there's something explicitly negative to be said, having the camera just snap around the place is kinda disorienting. And there's the bfxr effects once again, taking the focus from the otherwise spacey ambience.
4 stars gj brah
Also the feedback from doing stuff is pretty weak.
But the graphic is awesome! rly like the animation
That being said, I enjoyed it and found the concept refreshing.
It reminds me in a way of my game :)
Amazing art, felt very relaxed.
I like the "Here, have lots of interesting tools and very few rules, now let's see you deal with it" approach!
The room graphics are amazing, cute animations and all.
Music wasn't exactly my cup of tea, but it did work well with the game so I can't complain.
Good job!
And it looks/feels incredible! Another great job, Daniël!
I completely agree with @Jstank for suggestion.
Hope you will develop more. This can be a mobile, casual, cuter version of FTL.
I just thought if from a certain point of the game, you are invincible, depending on the amount of collected resources.
Good job!
The UI is rather clunky and lacking in information. I can't just zoom out and immediately get to the room I want to view/edit. Vital information on room productivity (how many spiamonds/sec does this generate? How much damage does this shield absorb?) is lacking from the interface, while other information is only visible on mouse-over, or sometimes has to be deduced after mouse-over (what level is this room's productivity at? How much does it cost to upgrade?). The menu for building rooms is slow, and the lack of any confirmation when upgrading means you need to do it slowly or risk upgrading too much or too little.
But the most frustrating is how little you know about your base at any given time. You don't even get audio cues to signal you're being attacked and the attack penetrated your defenses somewhere. There really need to be warning signals indicating when things require your immediate attention. There is no way to view your entire base to get a good idea of where you should focus your efforts, it's not possible to view shield/weapon ranges unless you have that specific room selected, room damage is too subtle, it's hard to see where there are spots for building rooms with an energy connection, and the rooms look too much alike to immediately glance how much firepower/defense/repair/etc you have in a given area. All in all, you don't know enough about what's going on until it's too late and the enemy's approach is already unstoppable.
In a turn-based game, this all would be fine. But as this game is real-time, and the effect of falling behind is self-reinforcing (losing rooms makes it harder to defend your base, which makes you lose more rooms), these issues entirely ruin the interaction with the enemies. Either you build your base right quickly enough that the enemies pose no problem at all (also a frustrating process considering the interface issues), or you get completely devastated by the enemy without any hope of rebuilding. If you have to respond to the enemy, it's already too late.
These issues are made worse by the way things get more expensive as time goes on. Building defenses in time is no longer possible when they're made so expensive by your earlier defenses, especially not when they've just blown up your mining room. The cost of repairing rooms is extremely prohibitive, yet at the same time not repairing rooms leaves you far too vulnerable.
Overall, the gameplay has a lot of potential, but it just doesn't work the way it is now. It's a speedrun building game where you lose if you haven't built your base in time, rather than a base management game where you defend your base from enemies.
The graphics look very nice, but unfortunately they're not sufficient on a functional level (see 'hard to see what's going on' stuff above). The audio is very atmospheric, but is utterly lacking functionally (you don't even hear your rooms blowing up when you see it happen!).
-1 to Overall and Fun for making balance changes to the version being judged. Please upload a post-LD version if you want to have players play a better game; the version to be judged should be what you made in the 48 hours, complete with balance flaws. Balancing is hard and takes time, and many games would be better if only the creator had more time. Getting that right is part of the challenge too. (And yeah, I failed that part pretty hard on mine this time.)
Sound wise I didn't think everything meshed so much. I felt like your music should've been up tempo or whatnot to go along with the frantic ship fighting. Maybe some cutsey hoppy thing would work quite well.
I really liked the visual style (although refinements to the UI were needed). The cell animations were fantastic as well as the spinny missiles. The concept is also really wonderful, and I'd like to see it in a full game.
Oh, also just remembered, I wanted a bigger screen or the ability to zoom out. It got too packed for my taste.