Interview with Fabrizio Michels the creator of Hexavoid

Hexavoid is probably the most modern looking space shooter / avoider style game we’ve ever seen…

Though the game system is a classic top down avoider, if someone were to ask us how this game looks like a space avoider, all we could say is, “Um, the space ship….?” Seriously there’s nothing left! But does this mean it’s bad? Definitely not!

Today we have the honor of sharing with you our interview with the amazing developer of this insanely modern space avoider Fabrizio Michels.

Before we start, I’d like to thank Fabrizio Michels for participating in our interview, and for spending some of his valuable time in answering our questions. Thank you very much Fabrizio.

Now without any further ado our interview begins.


Ok first up, why did you decide to make Hexavoid?

We started to build Hexavoid last year. We wanted to create a casual game where you control a spaceship to avoid random obstacles, but we didn’t want the game to look like a space game with a black background and stars or asteroids, we wanted something unique with an appealing modern design. It took quite a long time for us to be happy with the concept design, after that we focused on gameplay and spend around 4 months tweaking all the details.


I see, so what programming language and or software did you use when making Hexavoid?

We made Hexavoid with Buildbox (, the same builder used to create Color Switch.


Ok, here is a mean question. What was the hardest problem you needed to overcome when developing Hexavoid?

The biggest challenge was to find the perfect balance of speed and level of difficulty. It’s not an easy game to play, but you definitely improve quickly if you keep playing it, so the speed is always increasing but we added some power-ups that manage the level of difficulty as you progress. 


Last question. Where do you get your inspiration or ideas from?

Honestly, from everywhere: games, dreams, movies, the internet etc.


A few words to Hexavoid fans on Edamame Reviews.

At the moment, we are really focused on Hexavoid’s launch and seeing how people will respond to it. We have a few projects on our desk, in the early stages of concept and design, but for now, we will keep improving Hexavoid and see how far can we go.

We would like to thank Edamame for reviewing Hexavoid, it is just great to have a service that gives the opportunity for developers to talk about their projects and also read reviews of so many games.

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