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case study

HexaMerge: a puzzle with nothing to sell you

Merge hexagonal tiles, plan several moves ahead, and play a game that has no advertising and collects no data.

Written byEfe Canbolat3 min readlive
artwork pending

Mobile puzzle games are mostly delivery mechanisms for advertising. Efe Canbolat built HexaMerge as the game without the mechanism: no ads, no tracking, no energy timers, no purchase prompts. Just the loop.

01The loop

Numbered hexagonal tiles are dragged onto the board. When three or more identical numbers touch, they merge into the next number — and a well-planned placement triggers a chain that merges several times in one move.

The board fills quickly. The game is really about managing space: think ahead, keep options open, and it ends when no move remains.

02Performance as design

A puzzle built on drag-and-drop is unplayable if the input lags. HexaMerge is optimised for a steady 60FPS with controls tuned so placement feels physical rather than approximate.

That baseline is a principle Efe Canbolat applies across every product: speed is the feature users notice without being able to name it.

03Nothing collected

There is no advertising SDK, no analytics, no identifier and no data collection of any kind. The only thing tracked is the player's own high score, stored on the device.

There is no business model attached to attention here — which is exactly the point.

HexaMerge is designed and built by Efe Canbolat under CNBLT Studio.

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