I haven’t heard of the Hex Flower-mechanic before but I’ve read this article now. I still don’t understand though how the WARP SHELL comes into this. Do you want to represent the WARP SHELL by a hex flower? If so, why?
There’s probably something I’m not getting, but isn’t the hex flower more for something like a dungeon crawl, generating terrain or emulating behaviour? Do you want to give the WARP SHELL its own options of acting by assigning certain outcomes to each hex to let the dice decide what the WARP SHELL does in a certain moment?
Why did you have to revise your approach building your WARP SHELL-progression like the Spear of Adun levels? From the video you sent me it looks like it’s a very straightforward tiered skill tree (although it does not allow for variation) with options costing X amount of currency and higher skills being dependent on having prerequisite skills unlocked.
I am no game designer, but that seems rather easy to implement, doesn’t it?