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Hexapolis Review


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#1 @Alex@

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Posted 13 June 2012 - 01:49 PM

Hexapolis

Author : Maarten Baert and Wout12345.

Link : http://gmc.yoyogames...howtopic=520633



Hexapolis is a deceptively complex game, at first glance it is just another puzzle game where one is to get some object to a goal in various different scenarios as levels increase. However Hexapolis doesn't even use a level system all game play takes place on the same board that gets larger yet more cluttered as the player progresses through the rather unique game.

The gameplay takes place on a hexagonal grid that floats in space. The player has the ability to rotate this grid along all three axis in order to get a better perspective on the puzzle, showing off the minimalist 3d models, though it doesn't seem to help all the much. The player must constantly keep an energy level charged above the minimum threshold in order to keep playing and further their score by directing beams of light into a receiver of the corresponding colour. This in itself seems easy enough but the emitters of these beams of light are not permanent and eventually disappear like every object placed by the game rather than the player. Emitters however will remain if their energy isn't used up by directing the light from it to a receiver.

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The player does get the opportunity to place a certain amount of objects from crystals that can change the colour of the light, to mirrors, to reflect them to a giant factory that can take the light and convert it into more objects. These objects don't decay like emitters or receivers but can be destroyed by the player if they are getting in the way, and they do often get in the way after serving their initial purpose.

The factory is actually quite a clever tool in Hexapolis, one that can be confusing if you don't first play the very comprehensive tutorial provided. At first it seems to act like a receiver that can accept any colour of light due to the presence of the +X messages that appear periodically after it is hit by a beam of light but it does not in fact increase the energy level the player must maintain but instead serves to increase the amount of mirrors, redirectors and crystals that they can place in order keep their energy levels above critical. The merger object is also quite a nifty tool that allows you to either redirect a single beam of light or merge two colours into a new one but in practice it falls just short of being useful since it is often quite hard to merge colours quicker than redirecting the single colour that is needed.

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Graphically Hexapolis is rather unique in its use of neon colours and black backgrounds allowing the gameplay to really pop out from the background. Against the black background the receivers , emitters and crystals all stand out much more than they would if the background were enough colour. In a way it reminds me of another indie game "Nitronic Rush" which uses the same idea but on a much larger scale and it's this idea that really makes both games stand out from other games with similar premise.

Information on each object is beautifully presented in a simple and easy to understand manner. Each object shows you with three colourful circles the amount of primary colours that emitters can emit, receivers can receive or crystals can block. Though largely you can just match colours eventually knowledge of how these basic colours can combine to create secondary colours is vital. If you've ever studied a little bit of physics you'll know light doesn't combine quite the same way as colours but this information isn't really needed to enjoy Hexapolis as apart from the splitting of white light it doesn't come into account much.

When the energy level drops below critical the board begins to flash in and out as a last minute warning that you need to direct some energy toward the receivers, however it seems to be a little too late as within seconds of reaching this level the board falls away and the variety of objects of board fade to black, leaving the player with nothing but their score compared to their high score. The game over screen is a little too bland being nothing but white text but it does serve its intended purpose.


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Hexpolis' music is underwhelming to say the least. While the music is of decent quality it doesn't add to the experience at all. In saying this, of course, it didn't detract from the gameplay at all either, the music is perfectly fine and won't get on your nerves over the course of a couple games but it's not a soundtrack you will want on your hipster zoon.

Overall Hexapolis is a great game that anyone who is a fan of strategic thinking, great puzzles and unique graphical styles should play at least for a couple games. The challenges are randomised and soon become addicting enough to keep you playing. Downloading this game is a decision you will not regret.
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#2 supmaster004

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Posted 14 June 2012 - 07:46 PM

Welp, that review makes me want to play the game :D
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#3 Erik Leppen

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Posted 15 June 2012 - 08:00 AM

Good review. You cover most aspects very well. I agree with most of what you say.

What makes this game very interesting is that the longer you play, the better you get. The game is very "learnable" in that aspect.

Also interesting to note by the way is that the game came in second out of eleven in the Dutch GMC's 30th friendly competition (theme: User experience).
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#4 @Alex@

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Posted 19 June 2012 - 07:15 PM

The game is certainly very "learnable" as you put it. At first I was getting fairly low scores say 300-500 then suddenly I was getting 1200+
The place in the GMC friendly competition was not something I knew, not frequenting the dutch forums or having seen it anywhere else but it's something that's very noteworthy and I do think it deserves this place.
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#5 ZyklonMiraj

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Posted 04 July 2012 - 04:46 PM

Maarten Baert and Wout12345 are my role models!
Love their puzzzle games.
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#6 John Lennon

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Posted 06 July 2012 - 07:25 PM

I disagree with this review in many aspects. For one thing, this game is not "deceptively complex" - it is actually trivially easy, and I hesitate to even call it a puzzle game. Where you err, I think, is when you say that "the same board that gets larger yet more cluttered as the player progresses through the rather unique game." This is not true - you can destroy any object on the grid, and because light-emitters keep spawning, it is always trivial to get one pointed at a receiver.

One quote in particular that had me laughing for a while was "Graphically Hexapolis is rather unique". Really? This game looks unique to you? Go to google images and search "games with vector graphics." Yeah, not so unique now huh? In fact this graphics style has literally been around since the very earliest game of Pong! This gaffe on the part of the reviewer really makes me question just how much he knows about video games. Quick note: I don't really dislike vector graphics, but they are in most cases just a way for lazy people to get acceptable graphics without investing in actual sprite-drawing. In other words, it's a crutch - and nothing more. It's not "hip" or "edgy" or "unique" to have every sprite be a bunch of lines, infact it's extremely boring.

I agree when you say that the music is underwhelming. That's actually one of the few good judgments you make in this review. However, I disagree when you say that "Overall Hexapolis is a great game that anyone who is a fan of strategic thinking, great puzzles and unique graphical styles should play". Great game - no. Strategic thinking - no. Great puzzles - no. Unique graphical styles - no. If I were to sum this game up in one word, it would be: lazy. It's just a mediocre, boring, trivially easy puzzle game with no replay value or customization. Please work harder on your reviews next time.
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