Hentai Hexa Mosaic Free Download [hack]
- gripogdaydablyousw
- Sep 12, 2019
- 9 min read
About This Game Henta Hexa Mosaic opens up new possibilities in the world of hentai puzzles - collect images from hexagons, enjoy the result and get achievements. Rest assured, this is not as difficult as it seems, because now you have 6 ways for moving!Features: Hentai pixel art Six vectors of moving 100 achievements Gallery mode Relaxing music 7aa9394dea Title: Hentai Hexa MosaicGenre: Casual, Indie, RPG, Simulation, StrategyDeveloper:WolfgangisPublisher:WolfgangisRelease Date: 14 Sep, 2018 Hentai Hexa Mosaic Free Download [hack] The music is great.The UI, the music and the artwork combine to give the game a dark and weird atmosphere. I actually quite like the pixelly art style too.Having hexagons instead of the usual squares for this kind of game makes for a nice little twist.The deal-breaker is that I completed the game in about half an hour and do not feel I have any reason to return to the game.I think this idea could be very successfull and I urge the developer to expand the game with more content.As it is a game this short just isn't worth my money and I can't recommend it.. didnt show enough bobs or vegana. didnt show enough bobs or vegana. The music is great.The UI, the music and the artwork combine to give the game a dark and weird atmosphere. I actually quite like the pixelly art style too.Having hexagons instead of the usual squares for this kind of game makes for a nice little twist.The deal-breaker is that I completed the game in about half an hour and do not feel I have any reason to return to the game.I think this idea could be very successfull and I urge the developer to expand the game with more content.As it is a game this short just isn't worth my money and I can't recommend it.. The music is great.The UI, the music and the artwork combine to give the game a dark and weird atmosphere. I actually quite like the pixelly art style too.Having hexagons instead of the usual squares for this kind of game makes for a nice little twist.The deal-breaker is that I completed the game in about half an hour and do not feel I have any reason to return to the game.I think this idea could be very successfull and I urge the developer to expand the game with more content.As it is a game this short just isn't worth my money and I can't recommend it.. didnt show enough bobs or vegana. didnt show enough bobs or vegana Dev Blog 29. March 2018: http://supraball.net/article/Dev-Blog-29-March-2018. Update 15. June 2018: Most of the code for this was done by Skylar, but due to lack of time we couldn't properly test & deploy it until recently.The idea is that players get a personal goal like "do 10 successful passes" and gain XP as a reward. The goals were all picked so that they encourage team work more instead of trying to win everything alone. Additionally, this update brings back the "unified match report" tab, but now fixed for lobby reports.. 20. April Update: Major changes:- Practice servers no longer crashing on map change- Humans can sub for bots and vice versa- Bot skill level will be changed when humans sub and Bot ranks now show in ESC screen- Bots much better at passing and less predictable in attack- Added new map Desert- Performance optimisations in all maps and for effects- Beginners will now start playing higher ranking bots earlier instead of beating them easily after a few matches and getting bored- National jerseys now have flags on them and also added Spain, Poland, Turkey, Russia, Belgium- Ranked matches disabled temporarily- Opening animations now focus much longer on the players to allow bragging with itemsMinor Changes:- Fixed podium problems in Cave and Moon- Fixed some item appearances- Fixed Practice alone crashing when keeper knocked out player- Servers now reset when all humans have left, to not waste resources- Fixed problem where there would be 10 bots in a ranked match, resulting in a 10v10 match.. Update 19. June 2016: - Fixed launcher crashes caused by OpenGL drivers- Server browser color changes for better readability- Launcher now automatically fixes it if enablesteam is false in udkengine.ini- Launcher now warns on missing udk.exe- Fixed steam-not-running crash- Fixed double-scrollbar bug on news and stats page- Kryptonite rank images split up into Kryptonite 1-3 so high level players can be differentiated better. Dev blog 18 August 2017: We have a new release coming next week. It will contain the new chest screen and level system that I talked about last time, but otherwise mostly bug fixes.Next week (or possibly sooner) we'll also be doing the first adjustment of item drop rates. We saw that new players received a flurry of items, but then the drops plummeted. We're increasing the long-term drop rates, and will also be adding a new random chest drop. Overall you'll see items more often. This is something we will continue to revise based on the data available.We are preparing a special item exclusively for people who have played before the F2P release as a thank-you for helping us. This will be a once-only item, which will never appear in a chest or post-match item drop. It will be distributed very shortly after the F2P launch. Wear it and let everyone know that you are special.As far our current work-in-progress goes, we are mostly doing logistics stuff now, which is not very interesting but very necessary. We have to make sure that our tiny team can offer sufficient support after the F2P launch. This means we're writing lots of guides, teaching everyone how to do patches/updates, and generally sharing all the information that's built up in people's heads over the years. It also means some of us are making commitments to wake up at 3am so that we can offer 24/7 support for a short time after the launch.-James. Update 1.2: Added 80 new achievements. If you have finished the game, you just need to run the game again to get achievements.. Dev Blog 4. July 2018: Release is coming closerWe have just two more features on the todo list.One of them is that you can run matches in a party with up to 10 people and determine on which side everyone is. So I can for example invite 7 friends (Me+7=8) and put 4 on each team. Then we will play with 1 stranger each, or a bot if no fitting human is there. This feature is quite important because starting a match the way you want to was only possible in lobbies, and in those we have no bot support to fill in the gaps.The other missing feature is that you can play normal matches while being queued for ranked. This is important because ranked matches with new players never happened because they expect a match within seconds, but they would need to queue for 20-30 minutes to get the first match going. The follow up matches happen much more quickly, but to spark the flame can take a while.Apart from that there will be some translations (mainly Russian and Chinese should be relevant), and the rest is polishing of existing things.How far the game can make it, I dunno. We are measuring every day how many matches on average all new users have. This helps us measure how well new features affect new players drive to keep on playing.2 weeks ago we set a new record. New users played 4.2 matches that day. When we started recording this data in september 2017 it was 1.2 - 1.9 matches per new user. We've almost constantly tripled that number by now. On the average day its like 3.3. This is the collaborative effect of a lot of changes, like personal goals (we know they are buggy but will be fixed soon), like finding another match in udk without going back to the launcher and more.And just to be sure incase you get this wrong: those new users lose interest in the game before having seen the launcher once. They get into the tutorial and from there right into their first match.Which brings me to the biggest problem the game has in my opinion: it's just too damn hard and I have no idea what to do about it.Let me explain it this way: in a shooter you have the goal to get to a certain object or to kill someone or destroy something. You go straight to that objective and do as you've been told.In Rocket League you just hit the ball towards the other goal - the controls are so hard for new users, that nothing more can be asked - and it's just alright to do it like that.People approach Supraball the same way - they go straight for the objective and don't look left or right: They try to get the ball and shoot at the goal, but this game just doesn't work like that. Anything but the direct way to your objective is fine in most cases. And if you don't do the right thing (quickly passing to someone mostly) you will get punished. Smashed to the ground, knocked out.To solve this problem for beginners, the entire gameplay concept would need to be turned on its head and it would be an entirely different game. We don't want that of course. We love the complexity and how much teamplay is required. But it's just really hard for newbs to get instant satisfaction as everyone of us expects to get it from a new game. If a game doesn't satisfy me in the first few minutes I am not gonna play more of it, or do you?There is one thing we can try. I've told you over half a year ago about the new KO system, which is way less punishing. The system is also nearly done and can be tested then. What it does is, hitting an opponent ball owner kicks back that player and leaves the ball where he was. Only in rare occasions is there a knockout (in the box and when kicked into walls). So when the new player gets knocked in this new system, he will just get pushed back and lose the ball but his gameplay is not interrupted.So long!. Roadmap Update: We’ve been pretty quiet in the last couple of months, but we were not inactive. Actually we’ve never been as busy as we are now. The income of the game has allowed us to get more people working fulltime on the game. The development team is excited and energized.As there will of course be another xmas sale on Steam this year, we’ll use this opportunity to learn from the past releases and improve the experience for new Supraball players. Reception has been very positive, except when getting matches takes too long or when matches don’t happen at all. So this is what we’re working on now: -Xmas 2016-The big feature for the Xmas update is matchmaking.That means starting matches will require just clicking Play -> Match -> Find and then you will get into a game without interruptions. If you want to you’ll be able to pick a few preferences (position, ranked/unranked, match type, ping limits) and then the system will do the rest for you, finding players that will give you a fun game. We aim to also include party-matchmaking so you can invite up to 4 friends and play with them on the same team.We intend matchmaking to be the main way that people will play Supraball. As part of this we are making ranked matches exclusive to matchmaking. However lobbies are not going away. Anyone who has a server will still be able to use it for more customised normal matches (e.g. tournaments, club vs club).Due to popular demand we are restoring practice alone mode, so you will be able to try out any new moves and tricks on your own. To improve the experience for new players we are integrating an anonymous community-driven player review system. We have a couple of other things in the works, but it just wouldn’t be Christmas without few nice surprises.-2017-Next year we will start adding customizations and the upgrade system.By playing matches you unlock levels and with that you can buy lots of skins and gameplay upgrades – we’ve talked about these before in more detail.After that we want to get to AI Bot players. Main reason for this is to keep the game playable at all times. The bots will most likely not satisfy the pros but they will keep beginners entertained and help fill in gaps. For example a keeper bot could be able to fill in for matches that don’t get enough players, or perhaps substitute in case of disconnections.When this is done, whenever that might be, we are getting closer to the actual release of the game.For that it is still open to discussion if a free2play solution is better for the game or if the current model is there to stay. F2p would again require lots of work adding an ingame shop and a satisfying monetization. But we will start discussing this much later. For now we’re busy trying to make a really fluid matchmaking experience.. Update 22. December: Move party member ready button to party windowDisplay selected matchmaking options while queuingFix wrapping of long text on chatFix errors when searching for "any" match typeImprove accuracy of warning message when clients refuse all serversFix problems with substitution selection
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