Hybrid Commander is an auto-battler, the same genre of games popularized by Dota Auto Chess. Place units from the shop to defend your side of the board, and combine units to create powerful double-sided units! The first side to lose all their health loses. If you'd like to see a video about how this game was created, you can check out the devlog by clicking here
Having two units (or four units) of the same element on the board will trigger special passive effects:
Fire: Increases the damage of units when they attack
Water: Allow units to zip across the board and attack far away foes
Light: Increases attack speed whenever a spell is cast
Plant: Allows your team to keep an ally that would have died alive, and makes that ally invincible for 2 seconds
Void: Stuns enemy units after they cast their first spell
Ground: Gain HP regen when attacked.
Art: Ross Boman
Sound FX: Ross Boman
Code: Henry Haak
Music: Henry Haak
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Patron
I never played an autobattler before, so I don't really know what I should expect, but this was really fun!
I wish the tutorial advanced faster at first, because I wasted 2 moneys on a reroll by accident, and I didn't understand why I couldn't buy more units until after I lost the 2nd round. But making a fully interactive tutorial takes time so for a jam this is fine, but maybe having the basics in the game's description could help a little too :D
On my second game, I had a lot of green units and was getting destroyed (I barely won after 7 rounds!) without really understanding why since it seemed I had a pretty good combo (tank in the middle, with lots of heals). But it seems like the green passive doesn't really work? Or maybe I don't understand it. Since the tank was absorbing damage from all around it died really fast, and there was never any moment where it stayed at 1HP. From what I understand he should have absorbed all damages for 2 seconds before dying for real, but he was instead annihilated in less than a second every time :(
Anyways, apart from me being lost at first and for that green passive, this is a really cool game. I feel like there's too much content for a jam :D There seems to be a lot of possibilities but I feel like I barely scratched the surface!
Oh and that main menu was really nice!
SubmittedThe Inverted Castle
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Lv. 41
Thanks for the feedback!
The tutorial was the last thing added to the game, so it didn't get a lot of time for polishing. If I had more time I maybe would have locked the buttons that hadn't been explained yet, since usually you don't want to reroll on the first round anyway.
As for the green passive, it does work, but the way it works is that it only triggers when being attacked. Since that other unit died without being attacked, it doesn't trigger. Again, that's something I would have fixed if I had more time, but I probably could have made more clear ("when a unit is hit by a lethal attack" or something).
I'm glad you enjoyed it though, I've been trying to go a little bit more ambitious every jam now. I'm quite happy how it turned out!
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Lv. 26
I like how much emergent gameplay seems to come from this. It feels almost sandboxy, you try different combos and see what kind of results you'll get, instead of knowing beforehand exactly what the outcome will be.
I got wrecked pretty hard by the opponent, but had a good time!
SubmittedUpon the Great Pelagic
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Lv. 41
I'm glad you enjoyed it!
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Patron
It's alot to take in at first but everything is explained well so after the first match or 2 I had it down. This game had me totally zoned out for a while thinking about strategy and how to best combine units, position them, etc. Very cool game and I am left wanting more
SubmittedCoin of Fate
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Lv. 3
This is something really awesome. Do I see a little bit of hearthstone battlegrounds in here? Honestly this might be my favourite thing in the jam so far. The concept and execution is almost flawless. I really would pay for an online version against player opponents. My one criticism is the text is hard to read, but thats it.
SubmittedBeat Flip
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Lv. 46
Took me a few tries to win. I didn't understand the combining mechanic at first, but once I did that things went a lot better. Towards the endgame, the battles seemed to always result in a complete victory or total defeat, and I'm not exactly sure why the rounds would turn out so differently even though I was using the same units ¯_(ツ)_/¯
SubmittedBlade
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Lv. 41
I think that's sort of a part of the genre, small changes in positioning or upgrading can drastically change the outcome of a match, but it's hard to tell what those changes will be before you actually press play.
Thanks for playing!
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Lv. 21
This game is so mechanically dense, it's great! Honestly, I don't think I even grasped half of the things going on, but I could easily see this growing into a really great game.
SubmittedDeck Deployment
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Lv. 41
Thanks, I've been feeling like I've been underscoping my game jam projects and not really pushing myself, just making things that are easy. I've been trying to push the envelope the past few GM48s and I'm glad that showed through in this project!
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