7 people found this review helpful
Not Recommended
0.0 hrs last two weeks / 4.7 hrs on record
Posted: 5 Sep, 2018 @ 5:46am

HexaMon is a match 4 style game where the player must group monsters not only by type, but also by their upgrade level (number of eyes it has.) Matching a set of monsters consolidates it to a single leveled up unit. Once it reaches the maximum upgrade level, it disappears entirely off the board. This interesting twist should be a lot of fun, but sadly it ends up being a slow and repetitive game. Even at level 16, which is about half way through, I don’t feel like the game has progressed any. It’s still sorting the same 2 monster families, at the same max upgrade levels, with no story or new mechanics.
The maps change slightly by grid size, but it doesn’t make the level much different. The few maps that do have pathways end up being mostly luck based as all of the monsters and their placements on the board are selected randomly and there is no room to strategically sort them between the narrow paths. It seems like the devs were struggling to come up with content for the levels as there is no clear set goal – each level has some random goal such as get x score, survive x rounds, or have x monsters at x levels. There is no reasoning behind these goals and despite being named “story mode” there is none to be had. We never find out anything about these two monster families and if they are friends or foe. Why are they leveling up as a level 1 monster is no different than a level 4?
There are some fun and good ideas here, but the execution could have used a little more polish. It seems like a lot of missed opportunities.
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