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Hegemone Pass is a turn-based RPG with switchable leaders, who in battle use their title’s influence (a collection of stat boosts, resistances, and a passive effect) over allies or foes, featuring platforming gameplay while exploring various missions. Both sides of battle have a leader, victory goes to the party who defeated their opponent’s leader. Both sides can switch the status of leader from one character to another during battle on to activate their title’s influence over the battlefield.


The goddess Demeter has taken over the Underworld! The former Queen of the Underworld Persephone had her title stolen! Now she's being hunted by Demeter, who orders the entire Underworld to capture Persephone, in order to harness Persephone’s hidden secret and become the supreme ruler of humanity and rule over the Pantheon, the home of the gods!

While in hiding, a distress summoning of Persephone occurs! Temporarily escaping from the Underworld, Persephone manages to save three humans from the Surface from an invasion of the Empire, Yvonne, Ethan and Emilie, members of the barbaric tribes of Icaune.

For having saved their lives, Persephone asks in exchange for their help to help her reclaim her title and retake control of the Underworld, bycollecting the five Order Flowers in order to weaken and defeat Demeter.

To do this, Persephone resides inside either Yvonne, Ethan or Emilie, allowing them to manifest the power of their title and lead their team fight against the controlled forces of the Underworld. Persephone can move in between Yvonne, Ethan or Emilie at any time to change which title she needs to activate to change their approach in battle.


Former Queen of the Underworld.

Next in-line for the leadership of the Hardiesse tribe.

A student of the Savoir tribe, brother to Emilie.

A soldier of the Savoir Tribe and sister to Ethan.

Goddess of Harvest and Life, and currently the Queen of the Underworld.



The battle system uses a classic turn-based RPG system. And so, you choose your party’s actions before they act, with speed being a determining factor in who goes first.

Unlike most RPGs though, your party uses a shared pool of SP (Spirit Points). SP is used for performing certain techniques and magic spells of all sorts. SP regenerates every turn, with each conscious ally contributing a certain amount of SP per turn.

You gain EXP from defeated foes, whilst undefeated foes give less EXP if the enemy leader is defeated before his allies.
Your party shares the same exp bar and, as a result, levels up at the same time.

In addition, you can scan your foes with the “Memory Scan” command, which enables you to register the enemy’s entry in your encyclopedia. This allows you to see the enemy’s description, weaknesses and enables the display of the enemy’s current health in battle.


In battle, each side of battle has a single designated leader (On the player's side, the current leader will have a miasma eye, similar to Persephone's miasma eye, when they are leader). The goal in battle is to defeat the enemy team leader, while simultaneously trying to keep yours alive. When a unit is leader, they manifest their Title over others!

Every unit possesses a Title, a manifestation of their influence over others. Titles possess numerous advantages that differ from one another, including :

  • An assortment of stat boosts and/or decreases.
  • A passive effect imposed on the receiver(s) of the title’s influence.
  • And, depending on the title, a set of resistances (or weaknesses).

The effects of a title only manifest when one is the designated leader.
Any leader can pass their leader status to another unit using the “Hegemone Pass” command. Once that unit becomes the leader, their title’s influence overwrites their predecessor’s and it’s own effects come into play.

Titles are classified according to whom the title will influence once the unit becomes the leader. These four categories are:

Provides average stat boosts and elemental resistances for your entire party.

Provides major stat boosts and elemental resistances for your party leader only.

Imposes moderate stat decreases to the enemy team. Does not change their elemental resistances.

Provides major stat decreases to the enemy leader. Does not change their elemental resistances.

There are also techniques that force your team to change their leader, that can be used by ally or foe alike. Also, certain techniques and status effects have different properties if the target is a leader.

If your leader is defeated, it’s game over. But, there are some safeguards in play:

  • You can switch your leader to another ally if you feel the current one is low on health or might be weak to the attacks of the enemy.
  • Your leader will always endure the first fatal hit in any battle.
  • And lastly, if you have any 1UPs, your leader will be revived and the battle will continue.

As long as your current leader isn’t KO’ed, the battle goes on.


The game is divided into chapters, and each chapter has missions to complete. Missions send you to a level with an objective to complete.

In a mission, you take control of the current leader and will be exploring the level which house various obstacles, while being able to switch leaders on the fly to use their different abilities. And throughout the level, you will find treasure chests containing various kinds of items, and small collectibles used for extra 1UPs available during battle.

Enemy encounters are represented on the field. And if you enter their field of vision, they will chase you until you run far enough, or enter battle with them. When in contact with the enemy, you will be sent into battle, but you can get a “first strike” if you hit the enemy with your weapon on the field.

In between missions, you will go to the Intermission.
In the Intermission, you can buy items and equipment in the form of flowers from the Flower Shop, talk with your teammates about various topics, as well as choosing your next mission.


The game is being made with Haxe & HaxeFlixel.

Most of the battle and platforming systems, as well as core mechanics, are done. What’s left to be done is the actual content of the game, with some extra features.

It’s mostly a solo project, I’m handling the programming and doing the pixel art. My brother is helping out by creating a database editor for the content of the game.

All pictures shown above are not necessarily representative of the final product. If you want to see more regular but unfinished progress, you can have a look at my Twitter profile, where I post gifs.

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Wow, it's been a while! Three months! (And more for those checking the devlog through forums like Haxeflixel and TIGsource, I forgot to update them!) Real life intervenes in very harsh ways, but hopefully I'll be able to resume work on the game in a steady fashion, most notably on the content aspect.

One mechanic I really wanted to spice up before fully focusing on content was the flower equipment system. It seemed relatively basic, it gave some stat boosts and a technique. It was a bit too basic, and would have required a lot of work (and balancing) to make a lot of flowers each have unique stats or techniques.

What I've implemented is a system of flower synergies. Persephone is a goddess, and despite having her title stolen, she can still empower her allies through the use of flowers, each character being able to equip up to three flowers at once.

Basic Flower Equipment

Each flower has three properties:

  1. A colour.
  2. A brightness rating.
  3. And a technique.

So first of all, there is the colour. There are a set amount of possible colours, and each one defines which stat would the flower boost. For example, a red flower increases attack, a green flower increases defence, a black flower increases HP, etc...

But by how much? That's where the brightness rating comes in.

The brightness rating determines the strength of the stat boost: it varies from the darkest brightness being the weakest (dead), and the brighter it is (dark, normal, light, shine), the better the stat boost is, the best being the brightest (holy).

Finally, the technique is self explanatory, it's a technique that the user can use during battle, if they have the flower currently equipped.

So far, it's a rather basic system, but here's where things get interesting... Introducing flower synergies!

Flower Synergy

If you equip more than one flower, depending on the colour of the flowers, they might synergize! So what's a synergy?

Basically, each colour synergizes with a defined set of colours. If two flowers have colours that synergize, both flowers have their stat increase boosted! If all three flowers have colours that synergize, each flower receives two boosts!

The amount of boost applied is actually dependant on the brightness rating of the flower, but not in the way you expect it! While the brightest flower can give you great stat boosts, they poorly boost their synergizing flowers! On the other end, the darkest brightness gives the best boost to their synergizing flowers!

So for example, a bright flower has great stats to begin with, but poorly increases the stat of the other flower currently equipped, a dark flower. The dark flower, while having a low stat and being poorly boosted, greatly boosts it's bright flower companion, who has an excellent base stat.

To make your life easier, when hovering over any flower, there is a small box showing the boost given to synergizing colours, the amount of said boost, and the base stat of the flower itself.

The Special Flowers

Finally, there's the joker cards of the flower synergies.

First, there's the white flower. The white flower has no stat, and therefore cannot be boosted. However, it synergizes with all the colours of the game.

And second, there's the gold flower. It boosts all your stats, but does not synergize with any other colour, even white!

In Other News...

Some great news! I got Tiled Map Editor to work with the game! After learning how to use the editor, and after a few game related hurdles I had to cross, the game now uses Tiled for it's maps instead of OGMO. It's great because it actually, like, doesn't lag and use 90% of my processor (im looking at you ogmo :( ). While it doesn't have a project file, I can manage without thanks to the external tileset feature. This will greatly make mapping easier and I'll be able to make larger maps without it taking several days for a single room.

The base story of the game is also being finalized, I guess. I need to spread the story within a mission structure, make sure each mission have some sort of story content, making sure I keep the gameplay within each mission a bit varied to not make things to stale alongside the story...

Hopefully, I'll be able to someday get a press release and a major website overhall done.

Mastery and Turn-Based Combat

Mastery and Turn-Based Combat


Indroducing a new mastery system for titles, a rank system for party members, and the turn system in Hegemone Pass is more akin to Persona now!

Hegemone Pass - Challenge Battles

Hegemone Pass - Challenge Battles


The cute Leader-Switching JRPG Sidescroller implements Challenge Battles, battles with special conditions in exchange for prizes.

Content development begins! Intermission reworks!

Content development begins! Intermission reworks!

News 1 comment

The JRPG enters content development, reworks the Intermission screen, and apologizes for the lack of "formal" updates during the last few months.

Hegemone Pass JRPG - Leader Lock Zones!

Hegemone Pass JRPG - Leader Lock Zones!


In this cute leader-switching turn-based JRPG + Platformer, switching your leader is a crucial gameplay element, both in the exploration (platformer...


good !

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Looks nice :) Tracking!

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