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Hexteria network
Hexteria network











One Saturday afternoon later, I had all the Hexteria pieces created and loaded into the simulator. But I rolled up my sleeves and went to work. I’d been resistant to using Tabletop Simulator– despite a recommendation from Ben– because it just felt clunky, and my first experience playing around with it six months ago was pretty negative. Although it’s definitely not the same as sitting at a table in person, it’s surprisingly good. A simple physics engine makes the pieces feel realistic as you move them around by picking them up and setting them down. So I felt stuck, because I couldn’t keep playtesting it locally, but needed to engage other friends and perhaps one day, complete strangers.Įnter Tabletop Simulator, a “virtual” table where you can create game pieces and invite others to join you at the table. Much of what I’ve read about game design stresses the importance of playtesting… over and over. Unless you really love a game, you don’t generally want to keep playing it over and over, every time you get together. However, I’d kind of “burned out” my local gaming friends, since all of them have played it multiple times with only incremental changes each time. (Whether they were only saying that to protect my feelings, I’m not sure, but it still felt good to hear people tell me it wasn’t awful.) In fact, many people who’d played it said they enjoyed it. The game was at a point where I felt like it was solid: the rules were well-defined, the player interactions were interesting, and overall it didn’t totally suck. Although I’ve been working on Hexteria on and off the past few months, I’d hit kind of a rut where I was feeling “stuck”.













Hexteria network