
Four buttons, one goal: survive. Are you ready for a real challenge? -- Become the best and climb the leaderboards in Open Hexagon, a fast-paced adrenalinic arcade game that's easy to learn but hard to master!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Open Hexagon tries to be for Super Hexagon what Geometry Dash was for The Impossible Game, but the result is kind of a mess. I consider Super Hexagon to be a perfect game. What starts out looking like an obnoxious troll/masochist game slowly teaches you, through minimalist graphics and elegant game design, how human skill actually works and how it just kicks in once you find the correct mindset to train it. What appears to be insurmountable randomness is all reasonably handled by automatic animal instincts the longer you stick with the game, and it's really cool to watch the process happen and realize, undeniably and right before your eyes, that you're more capable than you think. Oh, and the 3-track soundtrack was pretty good too. Open Hexagon attempts to expand upon the original by breaking all the rules established by the original, which only serves to illustrate how brilliant the original was. Some levels make the hexagon grow more and more sides until the precision of movement required becomes obnoxious and requires a new "slowdown" button. Some levels have walls that move around off-grid, which kind of defeats the whole point of the grid. Some levels go a bit overboard on the random events and mid-level difficulty increases, which interrupts the natural process of endurance and pattern recognition that the original game nailed down. Some patterns feel honestly like guesswork, moreso than anything in the original. Some levels have actual undodgeable patterns which require the use of a new "flip" button. The elegant design of Super Hexagon has become strange and overly convoluted. Whereas the original game was something that most people could reasonably beat to their own pleasant surprise (epilepsy notwithstanding), you're never gonna 100% clear Open Hexagon, as it requires some truly obnoxious feats, like playing sped-up versions of levels. The crowning achievement of Super Hexagon was how it could make an average player say "Wow, I can't believe it, I actually WAS good enough in the end." But most will never be good enough for Open Hexagon's worst challenges, and that, too, takes away from the magic a bit. Though, I'll give it this: the music is fantastic. If you watch Open Hexagon's trailer and you instantly fall in love with the music, you might enjoy the game as an interactive visualizer to some seriously good chiptunes. Get it on sale and it'll probably give you a few hours of entertainment as it did for me. And I'll also admit that there is some amusement to be found in the game's chaos. But overall, it's just really hard to live up to what Super Hexagon did, and this fan-imitation doesn't.
This game is genuinely super fun. I really enjoyed super hexagon and after beating that game went to play this and I was not disappointed at all. This improves on the og game in nearly every possible way and makes it in an endlessly replayable experience with lots of potential. It presents many new levels that are significantly difficult compared to super hexagon at a variety of different skill levels. This gives people who played super hexagon a new way to test their skills and be rewarded for it. In addition to this, the game supports custom levels which there are quite a few of and many of them are extremely polished and provide insane amounts of extra content. The leaderboard system placed in numerous levels constantly gives you a reason to go back and play many of them even after you get achievements on them and there are many ways you can improve. There is also a tightknit community that is really nice. If you enjoyed super hexagon or any of the above sounds fun to you, this $5 game is a steal plain and simple.
If sex2 will ever come out, this is how it's going to feel like.
[h1] An all-timer of an action-arcade. (8.4/10) [/h1] I consider this game to be a must-have. As per the store page, it’s “[i]easy to pick up, hard to master[/i]”, and sometimes that’s all you need, for a game priced so cheap that I wouldn’t regret buying fully. It’s a game that requires brutal amounts of practice and constantly dying repeatedly, and you might develop a love-hate for it, but I still think it’s worth a try just because it’s almost a steal. If you’ve enjoyed its predecessor Super Hexagon, then it’s 100% a worthy purchase, because as far as the [b]base level goes, things feel quite cleverly designed[/b] & upholds the legacy and terror that Hexagons are to this world. In Hexagonest or Hyper-gonest of Super (“level that took me lots of tries to beat at the time”; Difficulty 3/6 out of 6, respectively), I admit that I was praying for patterns to align in giving me lots of simple ones in succession to win the 60s achievement. There was lots of muscle memory involved in a certain pattern being always basically “move left twice, move right 2x”, or the spirals almost feeling like they’re always the same length. Compare that to this game; for the “Apeirogon” level here, there’s a lot more little variations between similar patterns. It’s all quite modular = hence more skill-based than I ever thought possible. It might give something that is solvable as above; but then it has an alternate pattern that forces you to change “twice” to “thrice”, and only your reflexes can save you rather than your muscle memory. It also has similar spinning-spiral-patterns; where the length can differ quite much between spirals. I admit that I still pray for simple patterns all the same, since some are a bit harder than others, and how things connect between the previous gap and the next can either demand a simple 1-tap-1-side adjustment vs almost-180° 2.9-siders; and having too much of the latter are often how I die, but it’s still more RNG-proofed compared to its muse. Honestly, even if you HAVEN’T played Super; the level of technical polish and freedom this game offers in the form of slightly more robust difficulty sliders and various community made workshop levels should still satisfy any hardcore gamers plenty. No matter how good you are, I reckon there’s always an exhilarating wall you could overcome when you use these to their full potential; not to mention that surviving 60s vs 120s can already feel very different due to (base?) levels seemingly always speeding up at every ~15s marks. I consider Super Hexagon to be a very useful training tool for reflexes since I played it quite a bit during my early-teens and saw myself improve in other games; precisely because of how simple the gameplay and visuals are. Maybe it’s just time-correlation and not really causation; but I feel like owe a lot to the legacy of this game. Despite Open being an inspired, spiritual-sequel follow up from another dev and I let it sit in my backlog for years before finally trying; it is everything I wanted it to be, and a bit more. I’d recommend buying both out of respect, but I think anyone could still have a good time instantly jumping to this. It still serves as a fine de-stressor(arguable), coffee-break game, and serves as a reflex-training tool the same. I admit that after grinding Open Hexagon’s ‘Apeirogon’ a lot and jumping back to Super, it baffles me how it feels like everything in Super is slightly much slower than I remember them being. Maybe I just got used to the higher speed of Open’s levels and didn’t notice my growth; or having a higher frame-rate monitor compared to years past is doing wonders in helping me re-tackle 60s in Super; but I just had to say it. [h3](+) Pros:[/h3] [b](+) Innovatively challenging, to the point of almost-cruelty.[/b] You have been warned, the second base level pack “Hypercube” has a huge focus on having devious curving walls; going off the rails of what the background might indicate in a spin. It never feels like a rage game that is designed-to-troll, but it still can be quite tough to deal with. [b](+) Good music.[/b] Subjective, but I’d say these are generally nice bleeps and bloops, as it should be. How else can you endure the stress of repeatedly doing the same level over and over again? It’s not as chiptune-focused as Chipzel’s 3 tracks in Super; but some of the song selections here are close enough to feel like it carries much of the same spirit within the umbrella of EDM. [b](+) Robust Difficulty:[/b] As I’ve mentioned a bit above but never fully elaborated, basically, the creator of levels can choose to have multiple “difficulty multipliers” you can select. In the case of the base game, there’s 3 difficulties in most cases. Some outliers have 4. Commonly; one for slower and one for faster than 1x, tho numbers differ a bit. For most levels considered quite hard in their own right on 1x like Bipolarity, maybe “max diff speed” is 1.8x; but for something seen ‘easier’ like Acceleradiant or Disc-O, “max diff speed” is 2.4x/2.8x. The top-of-the-list, meant to be easiest, Pointless has a max diff on 5x. Enough said. But if you don’t want to be tied to whims of a level’s maker, or things you download only has “1x” as an option (I’ve seen this case), then don’t fret; we DO have ‘timescale settings’ under gameplay. Sure, it disables achievements and leaderboards, but it’s a much more [b]flexible additive increment of “0.05”[/b] in either direction from 1x, going up to 1.05, 1.10, up to 2x and 0.95 down to 0.05; with a bit extra on the lower end below that. I have my gripes with this, but the fact that this exists as an option at all is nice. [b]How many other games allow you to change up things by little increments[/b] like this to your liking? [b](+) Novel level ideas.[/b] There’s enough variety in options, but most base levels still offer something unique that other vanilla levels don’t. Sure, you could say that Labyrinth is similar to Commando, or the top 3 levels in the Cube pack are virtually introductory levels that serve the same purpose at different speeds and that’s it, but outside of these, everything else has a thing to show and it’s a delight to discover, as someone who only expected more Super Hex. [b](+)Controls feel great[/b]. Not much else to say, I never felt like my deaths are unfair when I am at the edge of a gap, at least; most times the game will just let me pass, or maybe the high speed is simply masking the rare edge-cases that ARE unfair. [h3](-) Cons (nitpicks, really, or rooms for improvement):[/h3] [b]these are REDACTED SUMMARY due to Steam's character limit of 8K[/b]. (Full cons elaboration in comments💬!): (-) Achievements could use a bit more balancing (-) You could get DC-ed and not know (-) UI could do better in creating color-contrast for better-readable text (-) Death screens should show level info in a better way, for difficulty and timescale (-) Difficulty system could be a bit more robust [h2]If you are an achievement hunter and play to get those, consider saving yourself, because this is probably the cheapest, best self-applied psychological torture device you can get your hands on available for the general public. But when you DO get them, it’ll give you a pretty good high without addiction build-ups or withdrawal effects (debatable, again). [/h2]
Amazing modpacks and good challenge
절대 도전 과제에 손대지 마
everything is spinning help
super hexagon on steroids, felt really satisfying to pick up and master
ABSOLUTELY YES! If you're into codding, super hexagon gameplay and have at least one friend who enjoys it as well.
1. The game shines only in its graphics. 2. Unfortunately, the level design is terrible (unbalanced) and feels more suited to a demo-stage game. 3. The achievements, given their number and requirements, are challenging to unlock due to unbalanced design, so most casual players will likely abandon them. 4. Community-created levels are mostly unbalanced and clunky, with only about 1% being worth trying. But the benefit is that you can create your own levels.
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Trends
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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