Hexa Escape: Tap Color slide

iOS app by VicApp Game. Games · VicApp Game

Store rating
0 / 5
Store rating count
0
Download price
Free to download
In-app purchases
Unknown
Version
1.0
Listing last refreshed
2026-09-09

View the original store listing

Store description excerpt

Six colors. Six directions. One arrow on every hexagon. Hexa Escape is a puzzle about getting tiles out of each other's way. Every colored hexagon on the platform carries a single white arrow. Tap it and the tile slides in exactly that direction and no other, crossing the honeycomb until it either leaves the platform for good or bumps into a neighbour and stops dead. A tile with a clear lane escapes. A tile pointing into the side of another has nowhere to go, and stays put until you move what stands in its way. That is the whole rule set. All of the difficulty lives in the order you tap. COLOR IS THE DIRECTION Here is the detail that changes how you read the board. The arrows are not scattered at random: each color always points the same way. Red goes up. Yellow goes down. Blue heads up and to the right, green down and to the right, orange up and to the left, purple down and to the left. Once that mapping settles in your head you stop squinting at arrows one hexagon at a time and start reading whole patches at once: a wall of red is a column that wants to rise, a run of green a diagonal already leaning towards the exit. WHAT A LEVEL LOOKS LIKE Each level lays out a grey honeycomb platform with colored tiles resting on top. The shapes change constantly: a twisting ribbon, a rosette with a hollow middle, a six-armed star, a slab so packed that only two or three tiles can move on the opening turn. The empty grey hexes are not decoration: they are the corridors your tiles travel down, so where the gaps sit decides which chains are open to you. Your move count sits at the top of the screen. Every tile you send costs one, and the level ends when the platform is bare or the counter hits zero. Early boards leave room to poke around; later ones hand you forty-odd tiles and a number tight enough that you think twice before the first tap. SIX NEIGHBOURS, NOT FOUR On a square grid a tile has four ways out. A hexagon has six, and the arrows use all of them. That small geometric difference is what gives the puzzle its bite. A tile aimed up-left can look boxed in, when the one blocking it is aimed down-right and clears its own lane the instant you touch it. Dependencies like that run three, four, five tiles deep, and untangling them is the real pleasure here: you are not matching, you are working out which tile has to leave first so the next can follow. THREE TOOLS WHEN A BOARD SEIZES UP Under the platform sit three items for when a layout knots itself shut. The hammer destroys a single tile you select, for when one hexagon is corking an entire lane. The dynamite destroys the tiles neighbouring the spot you drop it on, often the only answer to a sealed cluster in a dense board. The drill cuts a hole in the platform itself: tap an empty grey hex and it opens up, changing the ground your tiles move across rather than the tiles themselves. They exist to unstick you, not to play for you. NOTHING HIDDEN, NOTHING RUSHED Every tile, arrow and gap is visib

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