Hex Loop is played on a board of hexagonal cells arranged in concentric rings around a center hex. Dragging a continuous path across adjacent hexagons flips the color of every hex it touches. The goal is to find a path whose flips leave each concentric ring a single, uniform color: no ring may end up a mix of both colors.
Because every hex you visit flips, retracing part of your path undoes those flips rather than redoing them, which makes planning the route as important as picking the right hexes. Pick a board size above to start a new puzzle.
Board radius is what changes the reasoning here far more than it changes the rules: a small board's few rings settle with a handful of considered flips, but a wide board asks you to track how a single hex's flip can pull one ring toward matching while pushing an outer ring further from it, since one path touches multiple rings' worth of hexes at once. A ring near the center gets crossed by almost every long path you might draw, while an outer ring only answers to whichever route actually reaches that far out, so the outer rings are usually where a plan has to be committed to earliest.

Every Hex Loop board is guaranteed solvable by construction, not by chance: the generator builds the scramble by XOR-ing a walk's toggles onto an already-solved target, so retracing that exact walk always restores every ring to a single colour again. There's no hidden information and no random element inside a round: every hex's current colour is visible the whole time, so working out a path is entirely a matter of tracking which flips undo which, never a guess.
If sixteen seed-bumped attempts in a row all happen to land on an already-solved board, the generator gives up on drawing a fresh one and falls back to a hand-built striped pattern instead (still unsolved, still reachable by that same XOR construction, just no longer freshly random). That fallback has never been the common case; it exists as a backstop for the unlikely outcome, not the expected one.