
Hexa Turn is a turn-based puzzle game with minimalist design. The logic is simple: block the triange. So, think outside of the box and try not to find a solution. Try to break the solution!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Turkish*, Simplified Chinese**languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Good game, start easy and difficulty rise up nicely. The 3 last levels are hard but doable. All in all, enjoyable puzzle game.
Hexa Turn is a minimalistic turn-based puzzle game, where the goal is to rotate hexagonal tiles to block a moving triangle's path toward squares. It's overall straightforward, and the puzzle depth quickly layers up with clever or more complex mechanics. In short, it's concise and logical. The core mechanic is solid throughout the game, and the variations keep the challenge ongoing. Yes, go play it!
방식은 참신하지만 좋은 퍼즐 게임은 아니다. 'AI와의 턴 대결'이라는 방식을 취하고 있는데 그 AI의 로직이 너무 불분명하다. 최단거리의 경로가 너다섯개씩 있는데 그 중 어떤 것을 택할지 알 방법이 없고, 어떨 때는 오른쪽을 막으면 왼쪽으로 가고 어떨 떄는 오른쪽을 막았는데 오른쪽으로 가고, 어떨 때는 시계방향으로 돌고 어떨 때는 반시계로 돈다. 그냥 하나 하나 다 해 가면서 AI가 어느 순간 '멍청'해지기를 바라며 경우의 수를 다 해볼 수밖에 없다. 이걸 퍼즐게임이라고 불러도 되는지 잘 모르겠다.
可以一玩
还没有1000回合就通关了,达不成1000回合成就了,差评!
초반에는 필승전략을 찾는 게임 같지만 사실 AI의 특성을 이용해서 유리한 곳에 오도록 조종해야 하는 게임임. 2.x부터는 거의 모든 스테이지가 그런 것 같은데, 머리가 나빠서 2.8을 만나고서야 파악했음. 필승전략을 원했지 수 싸움을 하는 게임을 기대한 것은 아니라서 플레이는 종료했다.
Первая половина норм, но потом все быстро сводится к пробам и ошибкам и это уже неинтересно.
easy and simple, but do have interests.
Overall rating: 3/5 (borderline) [i]Hexa Turn[/i] brings another short, minimalist puzzle game to Steam. The puzzles range from very easy to moderate difficulty, and should take 5-10 hours to play to completion. The core mechanic is a turn-based process where you attempt to defend a goal square from an enemy triangle, which moves one square per move on a hexagonal grid, by placing black hexagons to block its path. It was pleasant and relaxing, and should appeal to players who enjoyed similar games like [i]Hexcells,[/i] [i]Hitman GO,[/i] [i]Unium,[/i] or [i]Sokobond.[/i] However, I hesitate to recommend it to a wider audience, due to conceptual inconsistencies with the game's mechanics, which I will explain below. The mechanics are introduced by saying that "the enemy always takes the shortest path." As quickly becomes apparent by Package 2, this is wildly underspecified. When there are multiple shortest paths available, the enemy must pick one, and exactly how it does so is left up to you to find out. As far as I can tell, it may be programmed independently for each level and often isn't optimal. This becomes an important part of the gameplay and is exploited in many of the puzzles' solutions. This becomes problematic because there are levels where, if the AI were to play optimally, the puzzle would actually be impossible. The first puzzle where I am sure this occurs is level 2.6. That is, even following the shortest-path rule, it is possible for an enemy to reach the goal, no matter what squares are placed in its path. And yet, it is possible to win on this level, because the AI chooses to go a different route. This makes for a confusing puzzle experience and makes the game conceptually less compelling, as it prevents patterns that may be found on one level from generalizing to others where the AI may behave differently (e.g. on 1.7, 1.22 and 4.18). (On other levels, the AI would win if it played optimally, but the AI can't win following the "shortest path" rule, e.g. 1.15, 1.16, and 1.21. This is interesting and a positive part of the game design.) In fact, the AI behavior seems to be actually [i]nondeterministic.[/i] At first, I thought that the enemy triangle would always go in the direction it was facing if possible, but this does not seem to be the case. Instead, on some levels it seems to pick randomly between multiple options, and on undoing or resetting the puzzle you may get a different result. For a strategic puzzle game, this is at best an odd design choice; at worst, it can mean that you solve a puzzle by luck rather than by the merits of your own solution. Levels where I noticed this nondeterministic behavior (and not just in symmetric cases) included 2.6, 2.7, 3.1, and 3.3. Once again, this nondeterminism becomes a key element used in the solution for some puzzles, e.g., 4.12. If the designers wanted randomness to be a part of the game, why not have the AI choose randomly between all possible options, or at least limit randomness to a specific behavior (e.g., randomly choose between left and right) that is consistent across levels? Possibly the worst case of inconsistency is when the "bait" mechanic is introduced -- which is otherwise my favorite mechanic, and is a lot of fun to play with! In most levels, if you place a bait and there are multiple shortest paths, the enemies will favor the real goal over the bait. However, in some levels I was able to observe the enemies actually choosing the bait over the real goal instead, for example in 4.11. In summary, the mechanics are underspecified, leading to inconsistent enemy behavior. While not a dealbreaker for the game, this means that many solutions do not generalize across levels, and leaves trial-and-error as the only reasonable way to attack puzzles where the enemy behavior is unknown. As a result, while I enjoyed the game and think it has a ton of potential, my overall recommendation is mixed. Finally, a list of some minor issues. Some levels could be solved with fewer resources than were given, e.g. 1.7 and 3.23. There was also a bug related to undo where sometimes undoing at the wrong time gets the game into an inconsistent state, and you either could not place an item that you supposedly have available or the number of items available was not listed correctly. I observed this bug for example on level 3.24. The "1000 Turns" achievement is annoying to complete as it takes far fewer hexagons to actually complete the game, and you are just left clicking hexagons for no purpose. It would also have been nice to display the current level on the screen (or at least on reset), not just when the level is first loaded. Despite its flaws, [i]Hexa Turn[/i] is an easy way to get some achievements for players who are looking for that. Some puzzles require head-scratching, especially towards the end, but puzzle enthusiasts will likely not find anything too difficult, and will not need to use any of the hints.
游戏比较休闲,就是这个成就不知道为什么拿不满
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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