WHY NOT?
Actually, there are a few reasons:
- It is much easier to code in a square tile grid. A hexagonal grid is much harder to implement.
- the brain is not used to hexagonal grid, it is harder to judge space and distance.
- pixel sprites does not respond well to being rotated 30 or 60 degrees.
So Why? Because hexagons are the bestagons.
Anyways. A demo is out now in web version. You can go check out how would a hexagon work Here: https://fetss.itch.io/cosmicconveyor
Looks great! They truly are the best-agon. My biggest issue is with the controls, I find it very difficult to place and orient the things in the hex the way that I want them. There seemed to be some sort of drag detection, but I couldn't make it work consistently. And sometimes when placing bends that dragging would instead place a straight.
Possible solutions: 1) snap to fit (no dragging, just implicit orientation based on surrounding hexes) 2) manual rotation (keyboard input to rotate the preview, place exactly the preview, no dragging). If you really want the drag mode interface, I think there's a lot of adjustments to be made to make it more intuitive.