HexFlow Prototype is still early in development. It’s currently available as open alpha build for testing purposes. Despite being a prototype, the basics are fully available to play.

Puzzle your way to victory in this turn based puzzle strategy game. Take turns in reshaping the playing field, adjusting the flow of power to take control of the match. Challenge other players face to face, trying to take over all the power sources of your opponent to win.

• Strategic puzzle game challenging your mind
• Face to face player versus player gameplay
• A good eye and logical thinking leads to victory
• Multiple unique levels to compete in
• Battle the AI in skirmish mode
• Puzzle levels that introduce the gameplay

Download Link!



HexFlow started out with a simple idea. Rotating hexagon tiles to change the flow of power. The idea was formed some years ago, it’s unknown what inspired this idea to form.

Starting out with this idea, the prototype above has been developed in a total development time of 3 to 3.5 weeks. The project lasted much longer however, due to several factors external to the project itself.

All other features aside from the basic idea were designed and added on as the project progressed. Most tactics and strategies of playing the game weren’t designed, instead, they formed naturally based on the rules of the game.


The main mechanics required to complete the project were as follows:

  • Hexagon Tile-grid and in-Unity level editor
  • PowerNodes, openings and connections
  • PowerCores and the flow of power
  • Player input
  • Turn based gameplay
  • Level Select menu
  • Puzzle, Skirmish and Multiplayer modes
  • Computer player AI

For each mechanic, the core functionality, visuals, sounds and game flow were required to be completed. Prototyping is not only developing the basic mechanics, but also capturing the atmosphere and emotion the game is trying to convey.


To properly test HexFlow, the game was uploaded to the Google PlayStore and released as open alpha. The link was then shared on social media to as many people as possible.

Feedback has yet to arrive, but I expect most people will think the game is confusing and difficult to control. I expect only a small portion of the testers will actually really enjoy the game and the tactical gameplay it has to offer. The problem with this game is that it takes awhile to get used to it. The threshold to start playing is too high, causing people to drop out before they actually get to expierence it for what it’s designed.