Conceptualizing: Part 2


From our earlier CQC prototype (along with a few others that didn’t quite pan out), we arrived at something we were calling at the time Outwitters: Skirmish. It was “Outwitters” in name only; there were no races, no bases, and no fog of war.


In Skirmish you chose 3 heroes, and each hero had its own minion class (the little guys with the numbers). You’d win the match by owning all 4 flags, defeating all the enemy heroes, OR by earning enough Victory Points. VP was a way to keep matches from dragging on too long; you got them from taking over flags or defeating enemies.

A lot of these ideas are still present in Game 6 in one form or another, but a lot has changed.

The biggest cut feature from Skirmish was character customization. Each of these heroes had something like 5 special moves to choose from, but you could only equip 3 moves for a battle. So we might both pick the Scallywag Captain, but we could still be using him in different ways.

This was very cool for variety, but it took a lot of reading and comparing to choose from all those moves (choose 3 characters, now choose 3 moves each). It didn’t help that the moves were also fairly complicated and interacted in all sorts of weird ways. They involved things like status effects and passive attributes that basically went full RPG.

Overall it was a lot less approachable than Outwitters and a lot harder to teach, which is not what we’re going for. Our goal for Game 6 is something as elegant as Outwitters, but with more flexibility and surprises in the way characters can be used.

Here’s a look at a few of the game pieces we had for the myriad status effects and traps in Skirmish:


From this prototype we learned that customization was cool, but we had to keep complexity in check.

Want to know more? Stick around! We’ll be posting lots of artwork and details here weekly. If you haven’t already, be sure to sign up for our mailing list to get email reminders when we hit big milestones for our followup to Outwitters, like the launch of our Kickstarter, Early Access/beta, and the official release.

Categories: Hex Gambit, Prototypes
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