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A jam submission

Delete The HypercubeView game page

A 3d incremental about deleting an adverserial cube
Submitted by Grey Feather — 2 days, 22 hours before the deadline
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Delete The Hypercube's itch.io page

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Comments

(+1)

Played 20 minutes

I was confused initially but the game hooked me in when I realised I could hit multiple cubes if I aim in between, I think it would be a nice feature to have the cube highlighted when aimed.

The game starts off too much passive, in my opinion idle games in early game should always have more an active gameplay. Thinking something like,  manually click for the cursor (that could have the same cooldown according to your click speed level) and adding other small button to activate power ups. I think most of the players would consider a Passive mode very early so it could be something to be unlocked around 3000 cubes.

I can see this game becoming something special with dynamic backgrounds, crumbling physics for destroyed cubes,  and in general a sense of progression followed with more music.

Developer

Early bad code/node architecture design locked me in a chase after performance so physics/lights are out but I definitely want to add more dynamic events on latter cubes, some are in various stages of implementations. The concept of hitting multiple cubes by aiming at the borders to try to maximize yield is obvious to me, but seeing as fresh players might take a while to get it I'll definitely look into some way to highlight it. Thanks for playing and giving feedback.

Submitted (1 edit) (+1)

If you use the scroll wheel during a run, you will affect the zoom in the upgrade tree.

Took me a very long time to see the spear ammo, and to realize I had the choice of spending the ammo before it fully charged and shot itself automatically.

I destroyed the center block and the game is now frozen.

It's alright, compared to some active-incrementals it feels a little eh. The value gained from new block tiers is underwhelming. Stars being randomly gained feels incidental; would rather have to chase them down(or have to shoot a star-block) with my cursor.

Developer(+1)

Oooh thanks for catching the scroll wheel bug.

I had plans to improve spear UX, the UI was very placeholder, I hope a larger animation will catch the eye because having a click on every charge got annoying for me. 

An orbiting star is actually an awesome idea, thanks. Some blocks are planned to be spawn-in, I'll consider star as well. 

Submitted(+1)

Great game, I think I managed to beat it? Kind of, the center cube turned white then the game froze. Anyway, solid premise for an incremental game, I agree with the comment below, it has lots of potential for a successful mobile game. It's weakest points at the moment are audio and UI, the block breaking sound is one of the most important, try to make it as satisfying as you can. Some of the fonts need better contrast, perhaps a dark outline. Another suggestion, in order to make it a "true" idle game, there could be a checkbox on the upgrades screen that automatically plays the breaking scene (you could gate this feature behind an upgrade as well).

Best of luck with development!

Developer (1 edit) (+1)
in order to make it a "true" idle game, there could be a checkbox on the upgrades screen that automatically plays the breaking scene (you could gate this feature behind an upgrade as well).

Uhh, which breaking scene? the transition? like transition automatically when there are no more upgrades that you can afford? or something else?

Great suggestions, audio design is definitely not my strong suit. Thanks for playing.

Submitted (3 edits)

Legit a fun game, man. The kind of stuff I can see being downloaded a million times in Google Play Store or something. You're on to good stuff here m8

3 notes tho:

  • i think it would be better if the spear ammo to be more visible. I didn't realize there's a spear ammo indicator till halfway to the game (when i can destroy the purple block easily)
  • Game freeze at the end when i finally reach the cube's core
  • I dont know why but microsoft's smart app control blocked your game, and i need to disable it in order to play
Developer (1 edit) (+1)

Thanks for playing, thanks for the kind words. hope so.

- spear ammo ui is placeholder

- I know about the freeze bug, it's on my to do

-First user to say so but it's not uncommon with unsigned apps(Basically if you want to be safe from windows warnings you need to shill micro$oft a few hundred bucks a year, distributing with steam solves this)

Submitted(+1)

https://www.twitch.tv/videos/2716872217

Not too bad as far as cookie clicker variations go. Some nitpicks:

- Shouldn’t a Hypercube be 4D? Or is the joke that we iterate a different "slice" of the fourth dimension every round?

- Drill animation was disappointing compared to what it did. I mean it does not clearly reflect the (initially low) amount of activations

- The repetitive upgrade fields threw me off: I believe it is always better to take the earlier ones first since they are cheaper? Not really an optimization I am interested in paying attention to

Developer

Thank you for playing.
There's no joke about the name, It's more of a stylistic cool name decision. It's basically always a cube. 

If the drills were fast and weak it'd remove one (important) upgrade field, so I don't have an initial improvement idea. I could alter the visual state of the drills according to the speed though, I'll test that. 

By "repetitive upgrade fields" do you mean upgrading damage, then upgrading damage again in another node? It's a pretty common trope in those games. And yeah the economy scales so you usually grab the earlier ones first.  

Submitted(+1)

was initially unsure what the point of it all was but it’s surprisingly compelling. definitely doable if you have the patience

Submitted(+1)

nice cube
Submitted(+1)

Played until I suppressed the hyper cube. Honestly, great game. You have someting special here. I was having a lot of fun. Fel this urge to max out the entire upgrade tree, but was not able to do so, because the hyper cube was suppressed before that.

One small think is that I noticed, on some upgrades where the name is too long, it overlaps the upgrade level (the 0/3 counter for example).

Now, I'm only thinking were are you taking the game from here, to scale it. Will you make different level, with increasingly more challenging cubes? Perhapse you could make special "tiles" (wharever you call the mini cubes that make up the hyper cube) with special properties, like, can only be damaged by the drill, or the spear, etc. Some that debuff you momentarily...

Also, I grabbed a couple of stars, but I don't know what they do.

Overall, had a great fun with it. Keep it up!

Developer(+1)

Whoa, thanks. I'm glad you liked it, didn't even know it can be supressed with the current tree and scaling I implemented.

Star currency is meant to have more function later but it's only +0.1x attack scaling right now.

Submitted (1 edit)

You sure can! But I had almost maxed out the upgrade tree I think. I maxed the click upgrades, and almost maxed the drill and spear. Didn't bought the "cheap stuff" upgrade because I figured it would have overpowered stuff for testing haha.

Developer (1 edit)

There's a gameloop this time.

Controls: Mouse, controller in the future.

Important notes:
THERE IS NO SAVE FUNCTIONALITY YET. A browser build is not available due to occlusion culling not being supported. 
Known issues: shader stutter, upgrade tree panning feeling smoothed/lerped even though it is not.

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