Hyper Hydra by Goofte
Defeat waves of greedy adventurers by summoning Hydra Heads. An endless rogue-like deck-builder hydra simulator.

Add new heads to your deck and power them up with mutations.

How long will you last?

8 hydra heads, 6 mutations and 12 different enemy types.
1.3 is a post-jam version that includes fixes only.
| itch.io | https://ampersandbear.itch.io/hyper-hydra |
| Original URL | https://ldjam.com/events/ludum-dare/55/hyper-hydra |
Ratings
| Overall | 52th | 4.232⭐ | 58🧑⚖️ |
| Fun | 47th | 4.196⭐ | 58🧑⚖️ |
| Innovation | 76th | 4.054⭐ | 58🧑⚖️ |
| Theme | 538th | 3.732⭐ | 58🧑⚖️ |
| Graphics | 27th | 4.614⭐ | 59🧑⚖️ |
| Audio | 47th | 4.212⭐ | 54🧑⚖️ |
| Humor | 529th | 3.123⭐ | 55🧑⚖️ |
| Mood | 309th | 3.87⭐ | 56🧑⚖️ |
| Given | 60🗳️ | 73🗨️ |
Simple mechanics that lead to depth, polished experience with good visuals, audio, and gameplay. Great entry!
Only thing I would have liked would be more tutorial/explanation, but that is hard to do with game jam time constraints.
Furthermore, the fact that enemies move and attack first before the hydra heads can attack means that we need to plan even more ahead. If we don't have defensive cards to go along with the attacker hydras when an enemy is about to attack, we aren't pretty much dead as they die before they can attack.
We need to be clever on each turn :smile: . Reminds me a lot of the game "Into the Breach" where enemies next move is being shown !
I reached Wave 11 and there were still new enemies coming out. I wonder how many enemies were there still to discover (or was it actually actually the last one as it looked like a boss ?) :sweat_smile:

The Grey hydra and the Green hydra saved me more than once in every waves. They are really powerful if used nicely.
Anyway, The game is pretty and well polished ! Really good job on this entry ! :tada:
yeap this is for sure the best entry. Please do a full version of this game, will buy it for sure.
The game has tightly fitting graphics for its style.
I think that the music chosen didn't really fit the mood of the game. It felt too lighthearted and distracting. It could have been a melody with a more strategic feel, with focus on harder, lower pitched percussion and rolling drums, rather than the distracting and offputting alternation between the piccolo/flute and the plucked string. The beginning of the song starts more or less well but then the drums start receding into the distance and the castanets overshadow them, and the focus starts devolving to the alternation between the plucked string and piccolo/flute parts. The cello part is cool, though.
In terms of gameplay, I think that there is a lack of Headachers in the early waves, making the difficulty curve a bit steep. Having an extra Headacher in the early waves would be nice.
Good job and congratulations!
And especially congrats for the team that made the game it's awesome, probably in my top 3 for now ! The music is great and catchy, the game mechanic too and the graphics are simple but really polished. Difficulty might just be a bit hard in my opinion (or maybe i'm just stupid), but I feel at wave 4 their are suddenly too many ennemies + the knights with shield and it's too hard. (But again, that's my opinion).
Anyway it's a great entry, well played !
The design of the game is also very interesting, I've never seen something quite like it! I did struggle to create a stragety though. I would suggest a way to replace heads from your deck in case you're dealt a bad hand. RNG can ruin a run very easily and you become unable to do practically anything. Also an ability to reset the game and also make it fullscreen would be nice.
Great job!
I feel the cards semi-covering the heads is a bit awkward, could just let the player see the heads and let the placement interaction happen on those. Because the cards contain the health and the info but the placement relative to the grid is very important and there is a bit of disconnect there with the cards' size and location. Maybe if the grid cells were as wide as the cards, it would work better?
The pixel art is for sure the best I've seen. The menu is so satisfying. Loove the text, colours, and stylisation overall! The gameplay idea is fantastic as well - original and well kept to the summoning theme. The card drawing and adding to the deck fully completes the game's loop which is awesome to see so cleanly developed.
Some suggestions:
- Balancing the damage cards a little bit at the start, I died on level one twice (maybe I am just stupid though)
- Maybe it could be more fun to make the card placement based on the lane hitboxes (they can then move to their usual position). It took me some time to get used to the placement.
made it to the 11th wave btw

the sprite work it's super well done!!
it It pretty challenging after wave 4 but I had lots of fun with this one. the loop is addictive and I constantly wanna come back to see I can do even better. there's the perfect amount of variety abilities and balance for the heads and it allows for lots of strategy.
This is probably one of the best balanced and polished games on the jam gameplay wise I've played. It would be awesome to see this turned inti a full game, there's a lot of potential
Amazing entry! good job
Beautiful and very well built!
I saved it on my computer to play more later!
Congratulations!