Casual Hex: Delivery is a cozy game about delivering orders and exploring a hexagonal world.

You will experiment with items, merge them together to discover new recipes,
earn coins from successful deliveries, and unlock new hexes.

Each delivery is time-limited: if you take too long, the order will disappear and you will lose one of your life hearts.

To win, you must find a special hex with an enemy, figure out how to defeat it,
and, using the merging and crafting system, create a hero capable of overcoming the foe!



🔥 Two major hero chains to defeat powerful monsters

⚔️ Two unique monsters with different defeat strategies

📦 Five additional delivery chains for rare items

🕒 Deliver requested goods within a time limit

🧩 Merge items to discover new recipes

🔗 Unlock new crafting chains and expand your possibilities

🗺️ Purchase new hexes to expand the map

📖 Complete the Collection Book with discovered items and monster hints











30/04

  • Added Delivery timer
  • Fixed Delivery lifetime duration
  • Adjusted production chain for the Archer hero
  • Minor balance adjustment
Updated 13 hours ago
Published 4 days ago
StatusIn development
PlatformsHTML5, Windows
Rating
Rated 3.7 out of 5 stars
(3 total ratings)
AuthorKotCool
GenrePuzzle, Strategy
Made withUnity
Tagsbrowser-games, Cartoon, Casual, Cozy, Roguelike, Singleplayer, Unity

Download

Download
CozyHexDeliveryPC_0_3004.zip 62 MB

Comments

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(+1)

Also, if this is cozy to you, you need to learn to relax 😛

😛 It seems like we need to think about how to make the game easier)

I was thinking today, why are there even lives (in easy mode)? The time-limited nature of deliveries is fine, but the idea that you can only miss so many of them before death is not very "cozy"

I would like to give a challenge)

(+1)

Making something you don't have a use for yet basically kills a producer tile, and discourages the experimentation that is necessary to find the hero recipe 

The idea is that some hexes that produce goods for the hero, in fact, always contain goods that will be useful in the future for the hero, that is, even if it is just lying there, it is waiting for its turn to be merged, as it seems

But you merge things by placing them on a producer tile, and if you don't have somewhere to deliver the result (because it was the result of an experiment, or an accident) that producer tile is blocked from  any more producing

Yes, you're right... I wonder what's fashionable to do with it? for example add hex trash?

(1 edit) (+1)

Yeah, make it possible to dispose of items somehow. Perhaps make the trader pay a small amount (or even nothing) for any item dragged onto them? Like selling trash to an unsuspecting shopkeep in Skyrim :)

(1 edit) (+1)

I get the feeling a visual indicator (progress bar or pie timer) of time remaining on a delivery would make it much easier

Sounds very interesting!)

(+1)

The images (I assume there were supposed to be images) did not load in the tutorial screens.  Then I had no idea what I was supposed to be doing because the branch delivery was underneath the banner at the bottom of the screen that says "Need to find Trader".  I seemingly couldn't interact with anything because I was looking at the delivery location not the resource that could be dragged.  There are two fullscreen buttons and one of them doesn't work.


Made it up to the water droplet and couldn't figure out how to make that.  The pacing was really stressful with no time to actually consider what to do next.

Thanks for the feedback! I’ll try to adjust the pacing of the game)

As for the tutorial — unfortunately, it’s a WebGL limitation: videos used in the tutorial can’t be played directly on the site.

Understandable there are technical limitations - maybe have some backup static images with arrows on them underneath the videos?  It'd smooth out the rough onboarding for new players a bit.  I was wondering if the game itself was broken at first (thankfully not).

Yes, it's worth thinking about static images)

(+1)

It's certainly unusual, but golly it's a really slow early game and a then a suddenly rushed endgame. Once I uncovered the merchant I was wondering why he was even necessary. All I can tell is that it gives you the chance to build the "special recipe" with one hex fewer. Otherwise he was just another part I had to ignore in my fight to keep track of which towns I needed to placate.

I think two parts of the endgame that felt unnecessarily stressful was trying to remember which town's order came first, and trying to catch the orders as they came in. I think a simple visual timer would work well, maybe the hex turning red or some eye-catching color as the order got later and later? That could solve both problems at once.

Thank you so much for the feedback!
Really interesting suggestions and ideas — I’ll do my best to take them into account and implement improvements)

(+1)

Also^2: uncovering the merchant late in the game is basically pointless since he only gets new items every 2-3 tiles uncovered and at this point you're just juggling half the map trying to stay on top of four towns and hoping that you finally find the goblin every time you get enough money to uncover another tile

(+1)

Sorry, I accidentally deleted your comment - 

"Honestly feel waaaay too fast for a merging game

Needing to fulfill orders to not die doesn't leave enough brain power to consider the whole "merge a hero to win" thing"

You also had a comment that arrows and a bolt are similar.

Thank you very much for your comment, I will try to take this point into account!

(+1)

At the merchant's expense, I wanted to add randomness to the race so that there would be more chances for luck

(+1)

Unusual! Connecting hexes is really addictive! There are still some recipes that I haven't found yet)

Thank you! Glad you liked it)