submitted by Ashripp to videogames [link] [comments]
This story consists of 3 parts because I've released three games: submitted by J0xFlash to indiegames [link] [comments]
I should say, I am a fan of Heroes of Might and Magic (HoMM) and King's Bounty series. I've played almost all parts and addons — except HoMM7 because time goes by, life changes, and there's no time left for playing games. I got acquainted with the HoMM series in the early 2000s — it was HoMM3 I played at school. When I got into university, I started skipping classes to play Heroes with my friends on a single computer. The other player's turn always lasted forever, so we never finished the game =) Since 2005, I started developing flash games, and the years went by. And when the year 2013 came, I decided to play HoMM 2 once more. So carried away was I! Even though I'd finished the game before, this time I had an idea: what if I make my own game with turn-based battles?! This article is focused on the first game I made — Beasts Battle. I'll tell you how it was step-by-step released on different platforms: Web, Mobile (GooglePlay, AppStore), and PC (Steam). https://preview.redd.it/melarq8mbbt51.jpg?width=512&format=pjpg&auto=webp&s=ffe7728a6f65babc98a4391dd381d1c4b543c5d4 Flash version development I started developing on April 14, 2013. I made a hexagonal field like it was in Heroes 2 and added 2 types of units: warriors and archers. The units looked like hexagons with the number of troops and type. They moved around the field and fought each other. I worked on the game in my spare time within a year. However, the development process wasn't smooth and continuous: I did two long pauses. Actually, it was approximately so: A week: development of combat mechanics. Then a pause for a few months. One more week: development of troops purchase, victory screens, etc. A pause for a few months. Again. 2.5 months of intensive work without any breaks — and the game is ready =) The idea was to just make Heroes-like battles, and that's it. Without any maps, without taking castles, and so on. I was going to make arenas with different units and spells, that's all. I wanted to do the minimum to see if players would like the game. And if they did, I would've continued improving it in the next parts. Working on a game can last forever — many beginners like to do so. =) https://preview.redd.it/3p9jlh2nbbt51.jpg?width=709&format=pjpg&auto=webp&s=9b75bab73a7c4808bc0f1cc214ad6e94f852bc97 Art After I finished the battle mechanics, I decided to show it to my friend NeexGames. He is an artist and also has his own hits (Heaven or Hell); we have already worked on lots of other games together. https://preview.redd.it/rrrz90pnbbt51.jpg?width=1920&format=pjpg&auto=webp&s=ca8e1bda1c650bb874fc3e987667f373956074f1 When I showed him my project, he shared with me some sprites of units from his game so that I could add the animation to the battles, and the game would look smoother and more interesting (far better than just watching static hexagons). Lucky for me, he agreed to cooperate further, as long as I finished writing the whole game engine with all the screens — so that he would just make art and insert it into the game. https://preview.redd.it/xpna5k8obbt51.jpg?width=718&format=pjpg&auto=webp&s=be74b17e82779729cf291512f18c8bdfeb7a241a Thanks to him, the game was improved, it became bright and juicy. He really brought a lot to the concept. I decided not to make stereotypical races and came up with something original, so the theme became "animals". But still, the demon race appeared in the game. I was excited about the fact he completely redrew the "store" in the game in a way I hadn't planned. I had to rewrite the mechanics of the entire store, but it was for the good of the game. https://preview.redd.it/jkp2k00pbbt51.jpg?width=1445&format=pjpg&auto=webp&s=6dd7b7cc8912082766b35ab59716178074a8509a Testing I sent the game to the flash games community to get reviews (in those times it was active 'cos flash was alive!). I got a lot of comments and tips and then spent about a month improving the game. I added a bunch of stuff I hadn't planned at the start (because it would make the development process much longer). What was added: - Russian localization; - complexity levels; - the game plot (I got bored while I was waiting for the art so I decided to take a look at the game Kingdom Rush); - 2 campaigns instead of one (the artist also had spare time and decided to draw main heroes for both races and the selection screen); - achievements; - tutorial (well, of course, it wouldn't be a good game without it, thanks gamers for reminding me). The feedback helped me a lot, and the game became much better. https://preview.redd.it/866pm8lpbbt51.jpg?width=737&format=pjpg&auto=webp&s=fcca7a57c8c567b08664d3bb8fef502afccc3631 Balance I spent about 4 or 5 months working on the game balance. And still, the game was not balanced — it was often mentioned in comments. At first, the game was difficult (after all, Heroes is a hardcore one), but because of the gamers' comments I was making it easier and easier. But still, some creatures turned out to be cheap and strong, and some expensive and unnecessary. It was difficult to balance. I've played the game hundreds of times. Expenses Time was the most valuable resource we spent. The agreement with the artist was to pay him a fixed price after the game would be sold. The music was completely written by a novice composer, completely free — he needed samples for his portfolio. Lucky for us, he did a good job. I also ordered an art for the game ending for $20 and English localization for $7. It was my first time spending money on freelancers. It was so difficult to part with money. =) At that time my salary from the main job was $400 a month. Selling the flash version Developers used to sell flash games through the FGL platform, where every game was evaluated by moderators and then watched by sponsors. If sponsors liked any game, it would be sold at auction. But, of course, sometimes there were games no one paid any attention at. So, I put my game on this site for sale. And then came an exciting moment. I wondered if there would be any suggestions? =) Fortunately, there was a bid at $200 on the first day and $500 on the next day from a different sponsor. And that was it... 2 months of silence passed. I mailed sponsors and wrote to admins — how could nobody like such a good game with a good rating?! There were no views at all! I put a lot of effort into getting the game watched. I did everything I could. No one answered, and no one wanted to buy it, except the sponsor who made a $500 bid. The sponsor was the Armor Games Studio. On this site there was one more opportunity. It was called "The Last Call" which literally meant you can make the last call to everyone interested notifying them you are ready to sell your game. I wrote to the $500 sponsor and asked if they could get my game for $800 in case the Last Call wouldn't help. They said OK, and I was very glad because with this amount I could pay my artist. I did the Last Call with an easy heart. And suddenly one more sponsor appeared. He upped the price to $1000 for the exclusive. Armor Games reacted immediately and offered $1,200. I waited a couple of days and accepted the offer. https://preview.redd.it/1crr3jaqbbt51.png?width=740&format=png&auto=webp&s=ed608601eb070e0065212f85f30774762a46686f Web release When the game launched on the sponsor's website, it got a 50 points rating. To be honest, I was very upset) But in time, finally, its rating reached 64 points (which is OK). There were 694k views and 600 favorites on the sponsor's website for a month (it may not look so big, but I was very pleased). In general, I was happy with how the game was perceived (and the sponsor did too). It met my expectations: after all, the game turned out quite simple, despite all our efforts. And I admitted that the project had been too hard for me, I barely managed to cope with it. After that, I sold a license for my game to several sponsors for a small amount. Summary for the Flash version of the game It took a year for two of us to develop the game from the beginning to the release. The game brought me $1,710. Mobile version development In the summer of 2014 I received a lot of comments from players of the web version about what I need to improve. I was very passionate about the project, so I got inspired and decided to port the game to mobile phones! For this purpose I decided to use the Corona SDK engine (now it's called the Solar SDK). I was good at using this engine and spent 4 months porting the game to it from the previous one. I had to rewrite everything in the new programming language. The engine is multiplatform, like Unity or Unreal, so I expected to publish the game on GooglePlay and AppStore. https://preview.redd.it/afq0i6yqbbt51.jpg?width=1920&format=pjpg&auto=webp&s=b47e6c74a66189462f460b94b1ca7e5d91687885 What was new I changed the balance of buying troops completely. In the flash version the troops were limited in the store, so at some point you could lose some unit types without restoring possibility. In the mobile version I added a new parameter "leadership" so units in the store became unlimited, but the player's ability to buy them depended on the number of "leadership" points (as well as on the gold amount, of course). I also added a third campaign in which you could play the Boss as a main hero — I thought it was an interesting idea and made it just for fun. A player could open this campaign only after clearing the main one. Also implemented the new HotSeat mode, which allowed players to choose any race and fight with a friend on the same device. Besides, I added a hardcore mission to each campaign, it was even marked by a skull pic. =) And moreover, I updated the art from 640p to 720p. Since this was a mobile game, updates followed the release. I added: ● a new arena ● a new unit for each race ● a new achievement ● artifacts for heroes https://preview.redd.it/w99ziqsrbbt51.png?width=2048&format=png&auto=webp&s=0b7f0b2256d8582a772575cf5c18cd73405e219d The mobile version release I released the game in 2015. It was completely free, without any ads or donations. I really wanted to release a clean game, I mean, when else would I have a chance to do this? =) Everyone wants to make money, of course, and, obviously, so do I =) So why would I do a free game without any ingame payments? I had a clever plan: I knew I was going to make the next part. I expected that since the game is free people would download, play and enjoy it. I would have traffic, fans, and community that would switch to my new game in the future. BUT! I was naive: without marketing no one knew about the game and nobody even cared. Sometimes gamers found it and even left positive reviews. They wrote what needed to be improved in the game, what content should be added and so on. This was nice and unexpected, because the mobile game development turned out quite simple for me, especially compared to what came later =) https://preview.redd.it/blw7u7ksbbt51.jpg?width=1920&format=pjpg&auto=webp&s=a4298a95f4d9127618c5712624a23f4803cc4f9f Developing the Steam version The year 2016 arrived and I decided to release the game on Steam. Back then there was a Greenlight system for indies, so I had to work hard to get through. I was looking for options, people who would vote for the game and so on. When the game was approved, I created a Steam page. After that, I began to work on API to make leaderboards, achievements and other stuff work. The game even had Steam Trading Cards!!! Nowadays you need high sales to take part in this program. What's new ● 1080p graphics ● Redrawn global map ● Multiplayer (!) Yes, I added cross-platform multiplayer, a friend of mine helped me with this one. You could play on Steam with someone using his phone. https://preview.redd.it/xaj258ntbbt51.jpg?width=1920&format=pjpg&auto=webp&s=c3f59cf0c06290e3b67d33a1e42c09267064b2b0 Steam version release First I intended to release the game on Steam for free, because it's free on mobile phones, but I was dissuaded. They said, free games don't get cards. So then I released the game at the price of $1. After I added multiplayer to the game (it was an update), I raised the price to $2 — this happened about 4-6 months after the release. The game was released on June 15, 2016. Within 4 years it has sold out 3,341 copies ($2,642). Among them 2,474 copies ($1,597) were sold during the first year, and 826 copies ($698) were sold during the first month. This is the total revenue from Steam without deduction of commission, taxes and refunds — so we can safely divide it by 2. Total result This time I took a profit, without considering all the time I spent. Developing all the game versions lasted 3 years, from 14.04.2013 till 15.06.2016. Game was released on the Web, GooglePlay, Appstore, Steam. A $3031 profit for the entire lifetime of the game in release (2014-2020). This game helped me to feel the market and find out how everything works from start to finish. It gave me a huge experience. Next, I started the development of a new game called Necromancer Returns... |
Source | Description |
---|---|
FilterBlade.xyz (DOWNLOAD) | Recommended way of downloding the filter. Has all strictnesses, styles and economy versions! Experienced users can also edit filters there comfortably. |
Changelog | Contains information about latest and previous changes |
Description | URL |
---|---|
For additional information, questions and feedback | FilterBlade Discord Forum Thread |
GitHub Filter Repositories - mostly for developers | Stable Version , Softcore Version, Hardcore Version |
Support the development | Patreon, PayPal |
Stay in touch and get informed about updates | Twitter, Youtube, Twitch |
FilterBlade tutorials (more can be found on youtube above) | Youtube Videos |
Nr | Name | Short Description |
---|---|---|
0 | Soft | Shows too much. Includes low crafting bases, magic jewellery in the endgame. Not recommended for regular gameplay. |
1 | Regular | Shows a lot. Recommended for beginners, new leagues and slow-clearing gameplay. Shows all rares. Good for chaos recipes. |
2 | Semi-Strict | Healthy balance. Great for new leagues and beginners and medium-speed endgame gameplay. Hides the worst rares. Good for chaos recipes. |
3 | Strict | Hides bad-base rares and scrolls. Universal and recommended endgame strictness. Hides random gems (hold alt in the first zone if you level with it). Bad for chaos recipes. |
4 | Very Strict | Hides most rares, scrolls, augments, armourers. Good for the endgame and for speed-farming. |
5 | Uber Strict | Hides all low currencies and rares. Great for quantity-farmers. |
6 | Uber+ Strict | Shows too little. Sterile screen. Hides all kind of stuff, including mediocre divination cards, all kind of crafting material etc. Recommended for speed-clearing quantity-parties or as a base for further editing. Not recommended for regular gameplay. |
Style | Description |
---|---|
Default | The normal style. It uses a wide variety of colors and shadings to inform users about the drop type, value and properties. |
Slick | A less colorful version of the normal style. |
Gaia | (full restyle) Gaia is a nature-inspired style. It uses less colors, but is still very cheerful. |
Vaal | (full restyle) A brick, corruption, blood and gore styled filter. |
Crimson | (full restyle) Dark red hues, with some blues and purples in there. Similar to the Vaal filter, but different. |
Velvet | (full restyle) Soft green, blue, grey and pink hues, this filter is inspired by oceanic and royal colorsets. |
Blue | Minor changes. Changes the color of rares to blue. |
Purple | Minor changes. Changes the color of rares to purple. |
Azurite | A purple-cyan style, inspired by the delve league colors. |
CustomSounds | Special style. The visuals are based of default, but the sounds are different and are provided in mp3 files. You have to copy the mp3 files too for the filter to work. You can also replace the sounds with your own mp3's to create your own soundset. |
This story consists of 3 parts because I've released three games: submitted by J0xFlash to IndieGaming [link] [comments]
I should say, I am a fan of Heroes of Might and Magic (HoMM) and King's Bounty series. I've played almost all parts and addons — except HoMM7 because time goes by, life changes, and there's no time left for playing games. I got acquainted with the HoMM series in the early 2000s — it was HoMM3 I played at school. When I got into university, I started skipping classes to play Heroes with my friends on a single computer. The other player's turn always lasted forever, so we never finished the game =) Since 2005, I started developing flash games, and the years went by. And when the year 2013 came, I decided to play HoMM 2 once more. So carried away was I! Even though I'd finished the game before, this time I had an idea: what if I make my own game with turn-based battles?! This article is focused on the first game I made — Beasts Battle. I'll tell you how it was step-by-step released on different platforms: Web, Mobile (GooglePlay, AppStore), and PC (Steam). https://preview.redd.it/mm3k8ysuabt51.jpg?width=512&format=pjpg&auto=webp&s=da17041952026e0861fb6caefefbaa435384717b Flash version development I started developing on April 14, 2013. I made a hexagonal field like it was in Heroes 2 and added 2 types of units: warriors and archers. The units looked like hexagons with the number of troops and type. They moved around the field and fought each other. I worked on the game in my spare time within a year. However, the development process wasn't smooth and continuous: I did two long pauses. Actually, it was approximately so: A week: development of combat mechanics. Then a pause for a few months. One more week: development of troops purchase, victory screens, etc. A pause for a few months. Again. 2.5 months of intensive work without any breaks — and the game is ready =) The idea was to just make Heroes-like battles, and that's it. Without any maps, without taking castles, and so on. I was going to make arenas with different units and spells, that's all. I wanted to do the minimum to see if players would like the game. And if they did, I would've continued improving it in the next parts. Working on a game can last forever — many beginners like to do so. =) https://preview.redd.it/wdqrdi3xabt51.jpg?width=709&format=pjpg&auto=webp&s=b389c72dcaff6d18fe70bee4748b055d81dece91 Art After I finished the battle mechanics, I decided to show it to my friend NeexGames. He is an artist and also has his own hits (Heaven or Hell); we have already worked on lots of other games together. https://preview.redd.it/osgn0z4yabt51.jpg?width=1920&format=pjpg&auto=webp&s=310e5b81c00bda97d844cce85c13755f25637d09 When I showed him my project, he shared with me some sprites of units from his game so that I could add the animation to the battles, and the game would look smoother and more interesting (far better than just watching static hexagons). Lucky for me, he agreed to cooperate further, as long as I finished writing the whole game engine with all the screens — so that he would just make art and insert it into the game. https://preview.redd.it/jjzq4qdzabt51.jpg?width=718&format=pjpg&auto=webp&s=27336784f3458e2d5a868651873f67759d93a74f Thanks to him, the game was improved, it became bright and juicy. He really brought a lot to the concept. I decided not to make stereotypical races and came up with something original, so the theme became "animals". But still, the demon race appeared in the game. I was excited about the fact he completely redrew the "store" in the game in a way I hadn't planned. I had to rewrite the mechanics of the entire store, but it was for the good of the game. https://preview.redd.it/0e9pzkd0bbt51.jpg?width=1445&format=pjpg&auto=webp&s=58e832d0bc864e065ef5037c1b1a19b067a9d80b Testing I sent the game to the flash games community to get reviews (in those times it was active 'cos flash was alive!). I got a lot of comments and tips and then spent about a month improving the game. I added a bunch of stuff I hadn't planned at the start (because it would make the development process much longer). What was added: - Russian localization; - complexity levels; - the game plot (I got bored while I was waiting for the art so I decided to take a look at the game Kingdom Rush); - 2 campaigns instead of one (the artist also had spare time and decided to draw main heroes for both races and the selection screen); - achievements; - tutorial (well, of course, it wouldn't be a good game without it, thanks gamers for reminding me). The feedback helped me a lot, and the game became much better. https://preview.redd.it/8hdwxbn1bbt51.jpg?width=737&format=pjpg&auto=webp&s=d9c557c3ad62151d1cb2a9f1993843b0389e1020 Balance I spent about 4 or 5 months working on the game balance. And still, the game was not balanced — it was often mentioned in comments. At first, the game was difficult (after all, Heroes is a hardcore one), but because of the gamers' comments I was making it easier and easier. But still, some creatures turned out to be cheap and strong, and some expensive and unnecessary. It was difficult to balance. I've played the game hundreds of times. Expenses Time was the most valuable resource we spent. The agreement with the artist was to pay him a fixed price after the game would be sold. The music was completely written by a novice composer, completely free — he needed samples for his portfolio. Lucky for us, he did a good job. I also ordered an art for the game ending for $20 and English localization for $7. It was my first time spending money on freelancers. It was so difficult to part with money. =) At that time my salary from the main job was $400 a month. Selling the flash version Developers used to sell flash games through the FGL platform, where every game was evaluated by moderators and then watched by sponsors. If sponsors liked any game, it would be sold at auction. But, of course, sometimes there were games no one paid any attention at. So, I put my game on this site for sale. And then came an exciting moment. I wondered if there would be any suggestions? =) Fortunately, there was a bid at $200 on the first day and $500 on the next day from a different sponsor. And that was it... 2 months of silence passed. I mailed sponsors and wrote to admins — how could nobody like such a good game with a good rating?! There were no views at all! I put a lot of effort into getting the game watched. I did everything I could. No one answered, and no one wanted to buy it, except the sponsor who made a $500 bid. The sponsor was the Armor Games Studio. On this site there was one more opportunity. It was called "The Last Call" which literally meant you can make the last call to everyone interested notifying them you are ready to sell your game. I wrote to the $500 sponsor and asked if they could get my game for $800 in case the Last Call wouldn't help. They said OK, and I was very glad because with this amount I could pay my artist. I did the Last Call with an easy heart. And suddenly one more sponsor appeared. He upped the price to $1000 for the exclusive. Armor Games reacted immediately and offered $1,200. I waited a couple of days and accepted the offer. https://preview.redd.it/xnwgrfr2bbt51.png?width=740&format=png&auto=webp&s=35c4726e2ec8fa09252362e52c8941ce8c0b3a73 Web release When the game launched on the sponsor's website, it got a 50 points rating. To be honest, I was very upset) But in time, finally, its rating reached 64 points (which is OK). There were 694k views and 600 favorites on the sponsor's website for a month (it may not look so big, but I was very pleased). In general, I was happy with how the game was perceived (and the sponsor did too). It met my expectations: after all, the game turned out quite simple, despite all our efforts. And I admitted that the project had been too hard for me, I barely managed to cope with it. After that, I sold a license for my game to several sponsors for a small amount. Summary for the Flash version of the game It took a year for two of us to develop the game from the beginning to the release. The game brought me $1,710. Mobile version development In the summer of 2014 I received a lot of comments from players of the web version about what I need to improve. I was very passionate about the project, so I got inspired and decided to port the game to mobile phones! For this purpose I decided to use the Corona SDK engine (now it's called the Solar SDK). I was good at using this engine and spent 4 months porting the game to it from the previous one. I had to rewrite everything in the new programming language. The engine is multiplatform, like Unity or Unreal, so I expected to publish the game on GooglePlay and AppStore. https://preview.redd.it/w7xkp6s3bbt51.jpg?width=1920&format=pjpg&auto=webp&s=91dfd82192ed016609fdcfbebdf4f74383c9b289 What was new I changed the balance of buying troops completely. In the flash version the troops were limited in the store, so at some point you could lose some unit types without restoring possibility. In the mobile version I added a new parameter "leadership" so units in the store became unlimited, but the player's ability to buy them depended on the number of "leadership" points (as well as on the gold amount, of course). I also added a third campaign in which you could play the Boss as a main hero — I thought it was an interesting idea and made it just for fun. A player could open this campaign only after clearing the main one. Also implemented the new HotSeat mode, which allowed players to choose any race and fight with a friend on the same device. Besides, I added a hardcore mission to each campaign, it was even marked by a skull pic. =) And moreover, I updated the art from 640p to 720p. Since this was a mobile game, updates followed the release. I added: ● a new arena ● a new unit for each race ● a new achievement ● artifacts for heroes https://preview.redd.it/6cvfj1k5bbt51.png?width=2048&format=png&auto=webp&s=a851c431eca247d1d77867c6a38740d3e8c91473 The mobile version release I released the game in 2015. It was completely free, without any ads or donations. I really wanted to release a clean game, I mean, when else would I have a chance to do this? =) Everyone wants to make money, of course, and, obviously, so do I =) So why would I do a free game without any ingame payments? I had a clever plan: I knew I was going to make the next part. I expected that since the game is free people would download, play and enjoy it. I would have traffic, fans, and community that would switch to my new game in the future. BUT! I was naive: without marketing no one knew about the game and nobody even cared. Sometimes gamers found it and even left positive reviews. They wrote what needed to be improved in the game, what content should be added and so on. This was nice and unexpected, because the mobile game development turned out quite simple for me, especially compared to what came later =) https://preview.redd.it/1irc60p6bbt51.jpg?width=1920&format=pjpg&auto=webp&s=be39df955e50a1fb393d4b03df72c21468d2398f Developing the Steam version The year 2016 arrived and I decided to release the game on Steam. Back then there was a Greenlight system for indies, so I had to work hard to get through. I was looking for options, people who would vote for the game and so on. When the game was approved, I created a Steam page. After that, I began to work on API to make leaderboards, achievements and other stuff work. The game even had Steam Trading Cards!!! Nowadays you need high sales to take part in this program. What's new ● 1080p graphics ● Redrawn global map ● Multiplayer (!) Yes, I added cross-platform multiplayer, a friend of mine helped me with this one. You could play on Steam with someone using his phone. https://preview.redd.it/o3y238r7bbt51.jpg?width=1920&format=pjpg&auto=webp&s=26367650ba59a719d2df152e769b4e2bf27e488d Steam version release First I intended to release the game on Steam for free, because it's free on mobile phones, but I was dissuaded. They said, free games don't get cards. So then I released the game at the price of $1. After I added multiplayer to the game (it was an update), I raised the price to $2 — this happened about 4-6 months after the release. The game was released on June 15, 2016. Within 4 years it has sold out 3,341 copies ($2,642). Among them 2,474 copies ($1,597) were sold during the first year, and 826 copies ($698) were sold during the first month. This is the total revenue from Steam without deduction of commission, taxes and refunds — so we can safely divide it by 2. Total result This time I took a profit, without considering all the time I spent. Developing all the game versions lasted 3 years, from 14.04.2013 till 15.06.2016. Game was released on the Web, GooglePlay, Appstore, Steam. A $3031 profit for the entire lifetime of the game in release (2014-2020). This game helped me to feel the market and find out how everything works from start to finish. It gave me a huge experience. Next, I started the development of a new game called Necromancer Returns... |
Super Hexagon ist ein abgedrehtes Highspeed-Arcade-Game, bei dem man mit einem kleinen Dreieck Hindernissen auf einem sechsseitigen Spielfeld ausweichen muss. Download and play this new game right now totally for free and enjoy the new variant of the famous game. It will come to taste of all types of gamers regardless of age. The tile game "Hexagon Mahjongg" develops your logic thinking, trains your brain and entertains at the same time. The new version of the famous tile game for smart guys. Super Hexagon Free Download; Super Hexagon (2012) Games. Posted by Lebedev30 at Aug. 29, 2017. Super Hexagon (2012) PC Game/Linux Developer: Terry Cavanagh 56 MB Languages: English Version GOG: 2.0.0.2/2.1.0.4 Genre: Action - Arcade - Modern. Details. Super Hexagon (2012) Games. Posted by Lebedev30 at July 26, 2018. Super Hexagon (2012) PC Game Developer: Terry Cavanagh 29.7 MB ... Super Hexagon Free Download PC Game Cracked in Direct Link and Torrent. Super Hexagon is a minimal action game by Terry Cavanagh. Super Hexagon is developed and published by Terry Cavanagh. It was released in 27 Nov, 2012. Super Hexagon is a minimal action game by Terry Cavanagh, with music by Chipzel. Key Fetures: Hexagons are first order permutohedrons: The vertices of a hexagon can be ... Download Hexagon - A fully-featured graphic designer that helps users create complex 3D models and export them to CAR, OBJ, 3DS, DXF, DWG, STL, or other file formats Download Hexagon for PC - free download Hexagon for PC/Mac/Windows 7,8,10, Nokia, Blackberry, Xiaomi, Huawei, Oppo… - free download Hexagon Android app, install Android apk app for PC, download free android apk files at choilieng.com Octagon Game free download - Game Speed Changer, Wise Game Booster, Game Editor, and many more programs The 2.5.2.109 version of Hexagon by Daz3D is provided as a free download on our website. Commonly, this program's installer has the following filenames: Hexagon.exe, EBO0.EXE, engine.exe, game.exe and Hexagon32.exe etc. The latest version of the software is supported on PCs running Windows XP/Vista/7/8/10, 32-bit. Our antivirus analysis shows ... Hexagon is a game and your task is to put various balls on hexagon field, but you must obey some rules such as not to put two balls with the same color one next to another and to avoid placing a ball with the same color as the surrounding border. Download and install Hexagon safely and without concerns. Hexagon is a game developed by Futurebit software and it is listed in Games category under ... Hexagon 3D modeling software free download. Photo & Graphics tools downloads - Hexagon by Daz3D by Daz3D and many more programs are available for instant and free download.
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