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Hex Heroes Kickstarter update - Combat

by rawmeatcowboy
30 September 2016
GN Version 5.0

In our efforts to get the game running on Wii U, our programmers had to rebuild the way our levels were rendering from the ground up. We went over it in our last update and the changes have been paying off. We’ve hit some little quirks along the way (Wii U development is tough), but on the whole, this lets us incorporate a lot of the feedback we've been receiving from testers. The last month was spent experimenting new capabilities and it's time to share what's come out of it.

Hex Heroes was always meant to incorporate real time combat, not turn based. So when it came for drafting up ideas, we used games like Zelda, God of War, and Dynasty Warriors as our inspiration. We were sure reinventing the wheel was a bad idea, and so we tried for simplicity. We also wanted Hex Heroes to be a game for everyone, where newcomers could button mash and more seasoned players could enjoy honing their skills. We decided on a rhythm based combat mechanic, where players would have to time their button presses to get the most out of their attacks.

Full update here