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Early Access Build 6

[h2]My Goals for Build 6[/h2][p]
This build is a bit of an experimental build to see how the game feels without resource management. In previous builds I found resource management was really only an early game challenge, since I could very quickly gather far more resources than the cost of any card.[/p][p]
As always, none of these changes are final. My goal with the early access of Hexagod is to explore the systems that work well with the core ideas of Hexagod. For me, this means making large changes like this to test what works and what doesn’t work.

1) Strategic tile placement to create good tile adjacency
2) Exploiting those tike adjacencies to create tons of resources[/p][h2]
So What's Next?[/h2][p]In the coming days I'll be posting hotfixes for any minor changes or bug fixes.  
[/p][p]For build 7, I'll either be:[/p]
  • [p]Adding more relics, tile improvements, and buildings to create new synergies[/p]
[h3]OR [/h3]
  • [p]Reverting some of these changes if you all hate the new build :)[/p][p][/p]
[p]Thanks for checking out my little game.[/p][p]-Aarimous

[/p][h2]Patch Notes[/h2]
  • [p]VILLAGES are now moveable and rotatable, but their VILLAGERS are not. Instead villages will keep their relative location to the VILLAGE as it's moved/rotated.[/p]
    • [p]Relics are still moveable[/p]
    • [p]Building/Tile Improvements are not moveable[/p]
  • [p]Stuff no long cost resources to place and instead each turn during a day you are presented with a different type of choice[/p]
    • [p]Place tile Groups[/p]
    • [p]Place a new villager or village[/p]
    • [p]Place a building or improvement[/p]
  • [p]If you don't like the options you can either Reroll to get new options OR you can SKIP to gain +1 REROLL[/p]
  • [p]At the end of the Day you get +1 REROLL and a choice of 3 RELICS[/p]
  • [p]Discoverable islands now have CHESTS again and when opened will give you a choice of 2 things randomly selected between RELICS and TILE IMPROVEMENTS[/p]
  • [p]There are now 10 turns in a day, and 10 days to Win (previously it was 6 turns and 21 days)[/p]
  • [p]Updated most of the UI/UX to fit the new core gameplay loop[/p]
  • [p]I took a balance pass at almost everything and will fine tune as needed[/p]
  • [p]Generally speaking, I think there needs to be a lot more synergy things added to the game. So plan to update/add a lot more adjacency based buildings, improvement's, and relics. My goal is to add bonus effects based on what's been added to adjacent tiles so not only the tile types will matter, but also what you choose to place on them.[/p]
[p][/p][p]As always, none of these changes are final and I'm open to any ideas/feedback for how I can make this Hexagod more fun.[/p]

Build 5 Hotfix 1

Fixed a bug where the hotkeys and show/hide button would not work during the End of Day Shop.

Early Access Build 5

Developer Notes:
[p][/p][h3]My Goals for Build 5[/h3][p]My main goal for build 5 was to see how the game feels without MULT.[/p][p]I think one of the core fun things in Hexagod is to make a lot of resources appear on the screen. And since you get a score per resource the game naturally encourages you to work towards the fun of clicking END TURN and seeing tons of resources spawn.[/p][p]But MULT does not directly do this and instead actively lowers the number of resources you need to create to win. Which can be interesting, but since it’s currently a global multiplier, it ends up feeling blah (technical term). So my idea is to remove MULT and instead adjust relics and buildings to be geared towards scaling through creating more resources, or using local adjacency effects to essentially multiply score gained. My other goal was to make the game more challenging. I believe on average the game has gotten harder without MULT, but I think that's a good thing since the game was a bit too easy once you figured out the core mechanics.[/p][p][/p][h3]So What's Next?[/h3][p]Randomness. Each turn you are given an offering of 3-5 cards, and 1-3 tile group cards. You can spend FAVOR to reroll the offering and can lock cards so they don’t reroll. I think this system is far too random.[/p][p]Right now the card generation is a simple weighted randomness based on a card's rarity (common: 1000, uncommon: 700 , rare : 100).[/p][p]Rerolling is a great tool which I added as a way to combat the randomness of the loot pool and locking cards is a way to have more control over rerolling.[/p][p]BUT, currently I think this randomness isn't too bad since the loot pool is so small, but I fear that as the card pool grows from 20 cards to +100 cards this randomness will be too much. So in Build 6 I want to experiment with a few ideas for how I can give you a bit more control over the loot pool and I am thinking specifically of the stuff you are offered each turn.[/p][p][/p][p]Anyways, thanks for playing my little game![/p][h3]-Aarimous[/h3][p][/p]
Patch Notes
[p]Note: I'm experimenting with some of the new core systems here so all of this is subject to change or be reverted based on your feedback.[/p][h3]Balance and Core Gameplay Changes:[/h3]
  • [p]Quota is now called TRIBUTE to fit a bit more thematically.[/p]
  • [p]MUTL/SCORE have been removed from the game and instead collecting resources will always gain you QUOTA.[/p]
    • [p]Relics/Resources which granted you MULT have been changed to grant QUOTA.[/p]
  • [p]You will now play all the turns each day.[/p]
    • [p]This is an experiment to see how it feels since a lot of you have asked for this.[/p]
    • [p]In my own play testing I don't like this, but that might be due to the current balancing[/p]
  • [p]Adjusted the TRIBUTE amounts to be a smooth increase and. Generally the first 14 days are about the same, while the final 7 days are going to be harder to hit.[/p]
    • [p]My goal is that the base game should be hard to win, but if you are strategic and understand the systems you should be able to win reliably.[/p]
    • [p]Then ASCENSION TRIALS should each add more difficulty and really give you a challenge. In BUILD 4 this was not the case, so I wanted to take a stab at making the game harder.[/p]
    • [p]I will adjust this all as needed, but my goal is for this game to give you some good challenge.[/p]
  • [p]Tiles now start with a base of one yield and gain 1 for every adjacent tile of the same type.[/p]
    • [p]This previously it only kicked in after 2 adjacent tiles.[/p]
  • [p]Added a few new relics and adjusted the MULT based relics to instead grant TRIBUTE[/p]
[h3]Miscellaneous Changes[/h3]
  • [p]During the end of turn phase the pace at which events are triggered will now speed up. This should hopefully make the late game turns go a bit quicker. I'll tweak this system in the future and likely add a control to allow you to adjust the overall speed at which the triggers happen.[/p]
  • [p]Optimized the resource icons that spawn to be pooled and show a bit less when you are spawning more that 100 from a single tile.[/p]
  • [p]Added slight hover effects for tiles by adding sounds, scale, and a bit of positional change.[/p]

Build 4.1 Hotfix #2

  • Added an About the Game screen
  • Added a button to view the About the Game screen to the Main menu

Build 4.1 Hotfix #1

A patch to clean up some of the bugs and bad UI/UX introduced in build 4 and 4.1.

I'm going to start working on Build 5 now which will have some balance changes and refinements to the new core systems. Specifically I'm looking to figure out a better way for you to have more control over the cards offered each turn and I'd like to adjust how relics work so they are more focused on adjacent tiles. More to come on those changes in the next build.

[h2]Hotfix Patch Notes:[/h2]
  • You can now assign villagers to their village to make them idle. At the start of a new turn the village will try to auto assign villagers to an adjacent valid tile.
  • Adjusted the villager idle animation and size
  • Adjusted the villager working animation and size
  • Placing a Village onto a tile that a villager is working will now make that villager idle
  • Fixed a bug where a Village could auto assign a villager to a tile with a relic. This resulted in you being unable to move the relic.
  • Fixed a bug where you could not select an idle villager from the Village to move them around
  • Fixed a bug where the bonus effect from a tile improvement was not removed when removing the tile improvement via Smite.
  • Fixed a bug where the villagers would show behind the tile icons when moving them around
  • Adjusted the mouse hotspots to be consistent across all mouse shapes, but still show the grabbed item on the center of the mouse
  • Adjusted the outline colors for key words to either have been dark or white depending on the color of the keyword. Please let me know if you think I should adjust a keyword’s outline color.
  • Fixed a bug where the Relic art would not show property when first placing the art
  • Fixed a bug where the MULT popup was not correctly showing the decimal places. This made it appear as though the MUTL was adding 0. I have confirmed it was just a rounding error on the UI side and should now be fixed.
  • Fixed a bug where your run would not end during Endless Mode even when you failed to reach the QUOTA.
  • Adjusted the game over screen to properly hand when you fail during Endless Mode