First Public Reveal


Hello everyone!

My name is Curtis, and I’m the solo developer behind Hexed Haven. Today marks a huge milestone for me as I’m sharing my game with the public for the very first time. I’m both excited and a little nervous to reveal what I’ve been working on, and I’m eager to hear your thoughts.

This is an early preview, and while the game is still in a rough state with many features yet to be added, I hope it gives you a taste of what’s to come. Your feedback will be incredibly valuable as I continue to develop and refine the game.

What is Hexed Haven?

Hexed Haven is a 3D turn-based tactics game inspired by the classic Hoplite. My goal is to take the strategic depth that made Hoplite so engaging and bring it into a 3D world filled with new abilities, diverse new enemies, and challenging boss battles.

The Journey So Far

Developing Hexed Haven has been a fascinating journey. I’ve been working on this project solo, which means I’ve had to wear many hats. There have been plenty of challenges along the way, but seeing the game start to take shape has been incredibly rewarding.

This early preview is the result of countless hours of work, and it represents just the beginning of what I envision for Hexed Haven. There’s still a long way to go, but I’m thrilled to finally share this first glimpse with you.

Current State of the Game

So, what can you expect from this preview? Here’s a quick rundown of what’s currently implemented:

  • Procedurally Generated Levels: Each level is unique, created using a seed value, and progressively more difficult up to level 10.
  • Core Abilities:
    • Shield Bash: Shove enemies back in a cone, potentially knocking them into hazards.
    • Leap: Jump to a distant hex, bypassing obstacles.
    • Stab: Attack an adjacent enemy with a placeholder ability that represents future planned abilities.
    • Walk: Move one hex at a time.
  • Basic Enemy Types: Currently, there are two enemy types in the game, each with its own behavior patterns.
  • Basic Controls: The game supports both mouse and keyboard controls, including camera rotation and tilting.

Please keep in mind that this is a work in progress. Many features are still missing, and what you see now is more of a proof of concept than a polished game. There are rough edges, but I hope you can get a feel for the core gameplay.

Looking Ahead: The Roadmap

There’s so much more I want to bring to Hexed Haven. Here’s a look at some of the features I’m planning to add:

  • Expanded Environments: I’m planning to introduce multiple biomes, such as forests, deserts, and swamps, each with its own unique enemies and bosses.
  • Rogue-lite Progression: As you advance through levels, you’ll accumulate new abilities and upgrades.
  • Boss Battles: Boss fights at the end of dungeons will add a change of pace and unique challenges.
  • Narrative Elements: I’ll be weaving a light narrative throughout the game, centered around the mysterious Hexed Haven.
  • More Playable Characters: I’m planning to introduce at least three playable characters, each with distinct abilities and playstyles.
  • Enhanced Visuals and Effects: The game’s visuals will continue to evolve, with more set decorations, lighting effects, and environmental details to make the world feel more immersive.

Closing Thoughts

Releasing this preview of Hexed Haven is a big step for me, and I’m grateful to everyone who takes the time to play and provide feedback. This game is a labor of love and I greatly appreciate your input. Thank you for joining me on this journey!

Files

Hexed-Haven-WebGL.zip Play in browser
88 days ago

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