Hexertion is a competitive grid puzzle building game for 2-3 players. The premise of the game is that each player receives the same set of tiles, and they must place these tiles onto the board in order to complete these tiles. There are two sets of tiles: Blue tally tiles and red exempt tiles. Each tile has a number on it. That number represents the number of tally tiles that must be adjacent to the tile for it to be completed.
Whoever manages to complete a tile on the board will earn points based on the tile. Whoever has the most points at the end of the game wins!
The theme of this game is counting hence tally tiles are counted and exempt tiles are not counted.
I am currently programming this game in Godot using gdscript. I am planning on completing the demo of this game before the end of 2026.
I am planning on adding extra tile types and other quality of life for the full release of this game; maybe even add other gameplay modes in the future.
Here is a snapshot of the current build of Hexertion.
I am currently using placeholder sounds and music which will be replaced at a later time. All other assets within the game have been made by me.
This game originally started out as a singleplayer reverse hexagon-based minesweeper game. The hexagon game was a small-scale game that is intended for me to learn complex tasks and prepare myself for a game jam later during the year of 2023. I originally thought of the concept while I was at work one day and presented the written idea to my coworkers, who agreed it was a good idea. I started programming the game in C# using Unity as a game engine.
Here were the rules of the original Hexertion game:
There is a grid filled with hexagon tiles.
There are two types of tiles: Valid and Invalid.
Every tile, both valid and invalid, can see the valid tiles adjacent to it.
Each tile is assigned a number.
The number on the tile represents the number of valid tiles adjacent to it.
It is up to you to figure out which tiles are valid, and which tiles are invalid.
While I was programming this game I travelled to GenCon and entered a non-programming game jam for the company Terragon Gaming. The contest required creating rules for a game using their magnetic hexagon tiles. It was then that I created the original set of rules for the current version of Hexertion (It was also poorly written and bloated). I won 3rd place and earned a small cash prize! I would later return to this ruleset, refine it, and then update it to the current version of Hexertion today.
I eventually stopped work on the original Hexertion after some higher ups at Unity made shady and questionable decisions. I jumped ship to Godot as it was free and open sourced. It took me a long time to figure out how to 'port' what I had already made.
Each tile can be valid or invalid.
Each tile has a number on it that designates the number of adjacent valid tiles.
Base rules apply - EXCEPT not all hexagons will have text denoting how many number of valid tiles are adjacent to them.
On the side of the hexagons there will be numbers denoting the number of valid tiles in a row. This includes horizonal and diagonal rows. The number will have a shape adjacent to the hexagon indicating which row the number is correlated to.
Base rules apply -
Some of the hexagons may include themselves when counting the number of adjacent valid tiles, this possibility is denoted by the number's color
Some hexagons might not include all of the number of adjacent valid tiles. (The hexagon sees at least 'X' adjacent valid tiles) This possibility is denoted by the number's color
Base rules apply -
All hexagons on the sides and corners of the grid will also check the tiles on the opposite ends of the grid.