Puzzle · Logic

Hexahedral

Step across an isometric grid of cubes, flipping each tile you land on between raised and pressed, and flatten every block before the fixed move budget runs out.

Overview

Each tile you enter flips state the moment you arrive — raised cubes press flat, flattened ones rise again — and that single toggle rule is the whole game. Hexahedral, Matthew Miner's 2016 Global Game Jam entry, renders a small field of tiles in isometric view and gives you one job: press every block down. Walk onto a raised cube and it flattens; walk onto a flattened one and it pops back up, which is where the trouble starts. Each of the thirty hand-set levels ships with a fixed move budget tight enough that re-treading a tile you just flattened will blow the par and reset the board. Fixed obstacle cubes act as walls, the fields grow from two-by-two miniatures up to five-by-five mazes, and the late puzzles turn into pure route-finding exercises where the geometry matters more than the rule itself. It is open source under an MIT license, built on Redux and virtual-dom, and it appeals most to players who liked the cleanliness of a Lights Out grid but wanted it wrapped around path-planning instead of static switches.

How to Play

Move your cube one tile at a time with the Up, Down, Left, and Right arrows. Because the board is drawn in isometric projection, the arrow directions sit diagonally on screen, which the author concedes feels awkward. Press R to reset the current level if you have blown the budget. Point-and-click input is the alternative: click any orthogonally adjacent cube and your cube walks onto it, and on touch devices the same tap-to-adjacent gesture works, though mobile is not optimized. Diagonal moves and steps onto the fixed obstacle cubes are both blocked. A run flows from the main menu's difficulty picker (Easy, Medium, Hard, ten levels each) straight through: clear a level within its move cap and the next loads automatically, exhaust the cap and the board resets after a short pause.

Tips & Strategy

Treat each tile's required visit count as a parity problem. Cubes that start raised need an odd number of landings; cubes that start pressed need an even count, zero included, so the cleanest plans either skip pressed tiles entirely or pass through them as a deliberate there-and-back. Before moving, trace the whole path in your head, because the move cap is tuned to the optimal solution and there is no slack for a wasted toggle — the auto-reset on failure means one wrong detour costs the entire attempt. Lean on the fixed obstacle cubes as walls for turning around in tight corners without burning a toggle on a neighbor. On the five-by-five boards, work backward from your intended exit tile, since its parity is the value most often miscalculated. If the isometric arrows keep misfiring, switch to clicking adjacent cubes, which sidesteps the diagonal mapping entirely.

Controls

Keyboard
Arrow keys to move one tileR to reset the current level
Mouse
Click an orthogonally adjacent cube to move onto it
Touch
Tap an adjacent cube to move (mobile supported but not optimized)

Features

  • 30 hand-designed levels across Easy, Medium, and Hard
  • Isometric cube grid with toggle-on-step mechanic
  • Strict per-level move budget tuned to the optimal solution
  • Fixed obstacle cubes that block movement
  • Open source under the MIT license