
HEXTERMINATE is a top-down shooter which puts you in the role of an Imperial Captain. Your mission is to reclaim a galaxy shattered by centuries of in-fighting. Customise your ship with dozens of different modules, fight side by side with allied fleets and reunite the galaxy under Imperial rule.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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今天买的,爆肝10小时,未毕业,基本上是刷子套路,不过后期极好的装备也有可能被秒,某个种族无视护盾撞击。 另外有几种套路,近战,撞击(同归于尽的说),远程,装甲舰,输出舰。还有上手简单,英文的话翻译机挺适合我的(手动滑稽)
NE 1.Naprosto nepřehledné 2.Není tady automatická střelba hodně špatný 3.Když vaše loď dokuje a máte možnost vylepšit tak to prostě nejde , žádné info nic prostě špatná hra od samého začátku 4.Když loď dokuje prosvítí tam slunce a není naprosto nic vidět hrozný a ještě horší 5.Nudné a nedotažené v teto fázi hry 6.Hru vracím bez šance se k ní někdy vrátit ne tohle je slátanina která nefunguje .
J'aimerais vraiment un "bof" dans les appréciations. "Ni recommandé, ni à fuir". Jeu particulièrement frustrant pour plusieurs raisons : Premièrement, le tutoriel est un peu léger, et nous balance sur la carte sans trop nous guider réellement. Passée la surprise, on comprend les "subtilités" progressivement, et on découvre surtout que le mode "normal" est clairement prévu pour des gens qui ont déjà une belle poignée d'heures d'expérience sur le jeu. Car l'IA va vous mettre une branlée magistrale et se répandre à toute vitesse ! Et ne comptez pas sur vos "flottes alliées", car ces dernières vont aller partout, sauf là où elles seraient réellement utiles (par contre, elles viendront vous soutenir de temps en temps lors d'un combat déjà engagé). Résultat, plus vous avancez dans la partie, plus le camp rouge a de flottes, plus il a de territoires, et plus chaque territoire est dur à prendre. Au point même de venir grignoter vos conquêtes péniblement réalisées. Au bout de deux heures, si vous l'avez laissé faire (et vous n'avez pas le choix car ses flottes d'attaque vous vaporisent), vous êtes déjà sur la pente d'une défaite. Le jeu a des points forts... Mais il souffre d'une interface simpliste assez laide, d'un bug qui éblouit une fois sur deux lors des appontages, d'un mode normal vraiment trop punitif (car la difficulté des combats explose de façon exponentielle, vous obligeant limite à "sauvegarder" vos composants droppés après chaque), d'une bande sonore répétitive à outrance, et de graphismes quand même un peu légers eux aussi. En bref, donc, un jeu qui a du potentiel, mais qui ressemble à un jeu en alpha. C'est bof partout, alors qu'il pourrait être excellent dans sa niche. EDIT après un nouvel essai en mode facile : L'histoire est bof. Le dernier camp n'est au final qu'une armée de sacs à PV (les rouges sont diablement plus dangereux avec leurs vaisseaux rapides qui oneshotent trois fois plus gros qu'eux en les harponnant), et certaines armes n'ont clairement qu'assez peu d'intérêt. Le jeu manque vraiment d'équilibrage plus poussé pour avoir de la rejouabilité. J'ai terminé la campagne... Je le désinstalle ! Ca m'a occupée sept heures (le temps de la nouvelle campagne en mode facile). Pour un jeu gratuit, ça reste très honorable.
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Hours played at review time, across 38 reviews with recorded playtime.
Game is pretty good easily sunk 12 hours into it but after getting one shotted by a single hegemony ship going mach 3 I think im done
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This game is very easy to play tho you do want a mouse for ion weapons and torpedos but the game is also decently easy unless your unprepared form acents or irani fleets they will tear you apart.
A pretty interesting game, but still quite a few issues at present. I played through the campaign on medium difficulty, and (almost) all of the second game mode on hard, and found a few bugs and a few balance issues that, once fixed, could leave a very solid game. - The core idea behind the game seems to be that the player has allies fighting alongside him, but that doesn't go very far. The allies don't really use tactics of any kind, and there are only four of them, whereas there are several dozen enemies per sector, each with better stats. There's a skill that routes the friendly ships on the global map towards player battles, which is cool, but even then, they don't make it very far, and they spend time chasing down small cleanup fights when they could be capturing territory. - On that note, the second wave of friendly unlocks seem to be worse outright than the first 6k ship. The last set of ship unlocks, at the end of the tree, has a better ship, but even it doesn't last that long. - Moreover, every type of enemy other than the basic red and brown guys has a special mechanic that amounts to "use your shield/barrier to block this attack or it will kill your ship", and friendly ships don't ever do this, so the player's wingmen will die almost immediately. It's a shame, because they're fun and quite useful in the very first stage of the game, and the mechanic becomes obsolete after that. Might be worth giving the NPC Empire ships the shield changer and barrier modules as their factional gimmick, and letting them use them to protect themselves against these special attacks. - There's a bug in the campaign mode where the last Ascent spaceport can never be conquered. The player spawns in, kills 3-4 reinforcement fleets, and can jump out, but the sector is never marked as captured. Might have something to do with the fact that I attacked the Ascent early on, taking most of their shipyards, before the game told me to do so. - On that note, factions seem to spawn new shipyards whenever the player conquers one. Given that taking an enemy homeworld is the end of that faction, and homeworlds have shipyards, I don't see why they should do that - it takes away the agency of the player targeting enemy infrastructure. (It also lets the player farm an absurd number of shipyards.) - Enemy reinforcements tend to go on for a lot longer than they should when there aren't any enemy fleets present. There's not really any reason why the fifth enemy sector I capture in a given area, long after the last fleet in the region has been wiped out, should be able to call in half a dozen waves of reinforcements for itself. It doesn't really add challenge - if I took out the first X waves of Y ships, then there's not really any reason why wave X+1 will be any different - but it does draw things out needlessly. Having fleets appear on the global map is a very cool mechanic, and it should be more heavily integrated. - Enemy ships tend to be very slow, in comparison with the builds the player can create, since they cap out at a small handful of engines, while the player can put around a dozen onto his ship. Unfortunately, this means that a good chunk of the game can be done through kiting alone. - Moreover, enemy ships are often idle on spawning, and just sit there while the player shoots at them until he gets close enough. Also, probably the most severe issue: Hard mode is permadeath, and reinforcement ships can spawn directly on top of the player, killing him instantly. Happened to me about 90 percent of the way though the second game mode, and not especially keen on doing that over again. Might be worth just having death revert the player to a save state (no respawns), instead of locking the file. Should also add a check that forces anything spawning into the combat screen to do so at least X distance away from the player.
Here I will leave the cat, friends passing by can pet it and give it likes and prizes ⠀⠀⠀⠀⠀⠀⠀⠀⠀♡♡♡♡♡ /> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ_ヽ)__) \二つ https://steamcommunity.com/groups/meowinima
Difficulty abruptly rising after completion of several campaigns reminds me of another hexagonal ship building game whose protagonist is a space trunk pilot
I don't understand how anyone who played this could dislike it. It's hitting this perfect sweet spot of "easy to pick up," "one more sector" and "ooo now I can add THAT", which is trickier than it might sound. Highly recommended.
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