An all-timer of an action-arcade. (8.4/10) I consider this game to be a must-have. As per the store page, it’s “ easy to pick up, hard to master ”, 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 base level goes, things feel quite cleverly designed & 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. (+) Pros: (+) Innovatively challenging, to the point of almost-cruelty. 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. (+) Good music. 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. (+) Robust Difficulty: 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 flexible additive increment of “0.05” 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. How many other games allow you to change up things by little increments like this to your liking? (+) Novel level ideas. 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. (+)Controls feel great . 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. (-) Cons (nitpicks, really, or rooms for improvement): these are REDACTED SUMMARY due to Steam's character limit of 8K . (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 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).
                          
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