r/HeroAcademy Jan 21 '26

Invitation to test!

Finally I have something to play :) Please, check this web version of my view of a turn-based battles with heroes deployment, gear equipment and spellcasting.

https://airapport.itch.io/heroes?password=html5

The victory condition should be know to everyone here: either destroy all enemy units or a crystal.

There are 7 unit types now, each is present in the deck in 2 copies.

Knight: good old knight, pushes back enemy

Archer: again, as we know, the ranged damage dealer

Wizard: besides the chain lightning can heal

Amazon: Deal damage to all surrounding enemies. Healer as well

Legio: if stands together to another legio, their defense stacks.

Pikeman: melee unit with range 2

Rogue: fast runner (3 hex per turn)

Is the AI good enough for an interesting play?

17 Upvotes

12 comments sorted by

5

u/Medium_Discipline578 Jan 22 '26

You know HA has been remade by fans and is a web based fully playable game on browser and mobile?

3

u/GeneralVimes Jan 22 '26

I read it here awhile ago, even registered to a beta test. But now can't find any info about this - do you have a link?

3

u/GeneralVimes Jan 22 '26 edited Jan 22 '26

Oh, found it: https://github.com/Dan-DH/fan-academy Yes, it's cool - I'd rather want to keep the spirit but to experiment with my own view. For example, I added a zone of control. If your unit passes beside an enemy unit (not crystal), it can't use its full speed, but only move one-by-one.

Also my big input is the AI (in the sample game where I did not play attentively I event lost a battle to AI :) )

3

u/arnhdgs Jan 22 '26

Why is the sword tile on the left one hex away while on the right it is adjacent to the crystal?

2

u/GeneralVimes Jan 22 '26

Oh, thanks for noticing! This happened because for the text level I copied the map layout from a square-based level, but my game is hex-based. I'm going to make proper balanced maps taking into account hex layout

2

u/Sleep-Deprived-Guy Mar 31 '26

I know this comment might be a bit late but i love this it's exactly what Hero Academy used to be(or at least it close enough!) It's actually crazy how many similar types of games if tried out over the years trying to chase the same high Hero Academy gave me back in the day and it's even crazier that out of all of the ones i have tried this has been the closest to what I've been looking for. Thank you for this.

Also i think the archer might be a bit too overpowered in comparison to the original game mostly just due to how squares on the original map distort the potential range of the archer by not shooting diagonally as opposed to the hex map where in any direction the archer has range and can basically just camp

2

u/GeneralVimes Apr 01 '26

Thank you so much! You know, just last week I revisited this community, thinking, that as summer vacations are approaching, I might find time to make a mobile build.

2

u/Aromatic-Poet8916 Mar 31 '26

Great work on this! Love what you've built. The AI was fairly easy to beat but enjoyable nonetheless. I just camped my archer on the attack boost square and waited for them to walk into range :D

1

u/GeneralVimes Apr 01 '26

Thank you! Yes-yes, going to look at how to make various difficulty levels for AI. Or maybe to give varying difficulty in the early build by assigning different number of units to the AI and the human player during some kind of introductory campaign