Funny thing how I never knew this community existed until last month. I've been making custom cards and working on game design since I was 15 in the mid-90s. And, now TH-cam desides to show this all exists after 9+ years of activity!
Nice! You’re probably a veteran compared to some of us. I personally remember making custom Yu-gi-oh cards with my friend in 2nd grade (2009) before I knew how to use the internet. I would watch Yu-gi-oh when it came out on TV Saturday morning and sometimes make some cards with paper and crayon while watching it.
@@RobertHMayfire Ah, fair enough; I understand now. But from my perspective, you were making stuff many years before I was even born so you were like a wise sage on a hill that was there since the beginning of civilization lol.
@leafjuggernaut7816 Just keeping making stuff. When you get to my age, unless you can make your hobby into a career, life will make it harder for you to do the things you love. So, everyone keeps designing, drawing, printing, and publishing while you can. But, more importantly, have as much fun as you can doing it.
@@RobertHMayfire Appreciate the advice, there are some things that I’ve been interested in doing but I was never good enough or didn’t take seriously. Some of them I am still interested in, some of them I am not anymore, and others I am finding new things. Maybe I should do more of them…
It still feels like the biggest dude just wins the game. Another issue im noticing is, that its theorethicaly possible to run out of monsters to the point where you have like 2-3 low lewel monsters but they are not enough to hit over a Stage 5. So basicly you are softlocked out of the game pretty often by either not drawing high power monsters or just run out of enough power total. I think this problem could be handled, if the evolvers have an hp, that also lower level monsters can slowly reduce. That would improve on the low level monsters value overall.
someone before commented a similar use for the dice nodes mechanics, but for drawing cards, and I added on this same comment, this is what I replied to their comment "So dice nodes are the "resource" to play protectors and such...I think having the unused nodes til the start of your next turn (before you roll), you can spend nodes to play the "cost" of resource cards in hand, but I also like your idea to spend nodes to draw, maybe during your turn (once per turn) you can spend 2 nodes to draw 1 card?"
He could try that and perhaps it works, but I wonder if that puts the game in the trajectory of being more like a “mtg/hearthstone clone”. It’s not that it is a bad thing because it is a good formula for games, but right now he is at somewhat of a middle ground with the creatures using resources like MtG/Hearthstone but the spells being used like in Yu-gi-oh/Pokémon. If he can find more ways to make this current formula work, it might offer dynamics that other games don’t have as much if that makes sense. Granted you can’t really re-invent the wheel, but something to consider I think.
I think resources are balanced as they are because in order to have resources in your deck you need to have less protectors in your deck, which means you might not get a protector when you need one.
Love this. It reminds me of the irl card game I want to make a little. With mine, there is no rules-based way of winning. Most character card, and some others, have their own win conditions, and you build your decks and play trying to build up to a win condition. What gets fun, is the names for objects may not be unique. For example, at least 2 of the 8(9) starter decks/protagonists have a card called "Rosary". These cards do different things and have different requirements(I think), but are interchangeable for cards that require "Rosary". My big inspiration is the Akashic Records. I wanted each game to be like climbing through the memories of the archive, till you have enough to put together this parson's life. Maybe I'll add that project back into circulation. Really loved it, and already have like 4(?) booster packs planned out.
Finally! I have been waiting for this for 2 Weeks! It's really interesting how you do the planning and art stuff because I'm creating my Tcg too! (Hope that I finish mine soon)
Only thing I can think of would be to make it so decks are color coordinated or something similar. My mind goes to something like Commander in MTG. Essentially each evolver has a a color(or multiple depending on how it works) and only protectors(and maybe resources) of said color/s can be used. Something like this. I think this helps make decks feel unique and not just be stacked with meta cards. I also really like how the recourse and instant cards aren’t tied to tie die roll. A common I read early said it makes it feel like a middle ground between magic(where creatures have cost) and yugioh (where spells are played in reaction to something).
@@mitchellima7548 yes! Colours/elements are something I’m 100% going to introduce later on, once the overall gameplay is more refined I’ll look into adding them :)
Loving watching the series. Few ideas that I thought I'd throw out there. 1) using a d4 in the early game to add relevance to the lower level protectors, maybe upping to a d8 in late game. Would require a larger spread of card levels. 2) making the effectors cost resources, rather than make them all free play. 3) the reroll once per turn seems like it could be quite powerful as an ability. 4) any unspent points every turn could be put into a bank of some kind, which could be used as bonuses on additional rolls when needed, or give you a card draw or some other effect, rather than go to waste. Might need a cap though, as a high roll into the bank could be powerful. 5) it felt like the pace of game fell down at the end, as cards were in very short supply. This could be fixed by number 4 above with card draw? Or have a draw rule when a protector is killed? 6) having a smaller deck to start, and when you evolve, you add additional cards to the deck. This might help with keeping power level lower in the early game and prevent irrelevant cards in the hand slowing the game down (like drawing a level 10 early would really suck to hold on to). Could also then cap protector levels in the deck by the evolver level, which could then be altered by archetypes etc in the future. Also, with the draw rule when a protector dies mentioned in 5, this could come from the deck you are adding before its added. This is all coming from a guy who has no idea what he's doing 😂, and keep up the good work!
@@gunnerslater901 thanks for all these!! Defo worth considering for me! I really think you’re onto something with the unspent points idea - maybe making a bank would be pretty confusing to keep track of but like spending 5 to draw a card or something could be cool! Thanks so much for the ideas!!
if you like having a dice roll mechanic in the game but want to mitigate luck, have each player roll 2 dice and keep one. In this current iteration, rolling a 2 now has the same feel-bad vibes as rolling a 1 before. Personally, I don't like this much RNG in a TCG - there's already enough variance in card draw, I'd be livid if the amount of mana I got to play with in Magic was random every turn. If you were comfortable eliminating the dice rolling, you could just have a round clock that counts how many rounds it's been since the beginning of the game, and you can play protectors of level equal to your evolver level plus the round timer. The player going second could even get a little boon and they get +1 on turn 1 or something if it turns out that going first has a severe advantage. If you're going to keep the dice rolling in the set, though, I think it would be cool to have an evolver that WANTS to roll low. Like it gains effects whenever you roll a 2 or a 3 or something. That would be neat.
Honestly dice rolling mechanics in a TCG are a hard sell. Luck comes from the card draw already, but feels like you can manage it because you can choose how to construct your deck. Adding luck of the dice on top is not something I would want in a TCG. You are focused on finding solutions to manage luck of the dice all 3 episodes so far, highlighting the problem basically. Other than that the protector/evolvor idea is really cool!
In your old TCGS there was a stage X Evolver idea you can play your stage X evolver from your hand on your current evolver, and that would become your current final stage and stage x evolver can attack
For fixing the dice mechanic I would try this : The player who rolls both dice chooses the higher of the two results. A double allows the two results to be combined instead.
Face down cards sounds like a great mechanic, if u attack a facedown card, and it is more powerful, you lose your protector. It doesnt have to be on every card you could even tie some abilities to it.
Sounds like you are thinking this through, I really like seeing the thought process behind decisions! I think that the level 5s could still have an ability because the lategame lasted a long time, and although it lead to a lot of back and forth it was mostly from top decking rather than better dice rolls or utilization of protectors. I think a good mechanic would be mid to low level protectors having triggered effects any time a dice is rolled, such as gaining +100 for any 4s getting rolled wether that be start of turn or for another effect, getting to shuffle and draw a card when you get a 2, copy an effect of a protector in the discard when you get a 1, ect… to take advantage of the dice rolls and make effects that require certain dice rolls more exciting when they can still have another positive outcome.
I like this idea, but also... So dice nodes are the "resource" to play protectors and such...I think having the unused nodes til the start of your next turn (before you roll), you can spend nodes to play the "cost" of resource cards in hand, but I also like your idea to spend nodes to draw, maybe during your turn (once per turn) you can spend 2 nodes to draw 1 card?
@@RandomSwitchGamer year that would be nice to,but I think you get in the late game to less cards and if youre not lucky,you get maybe a 100 or 150 and thats bad
@@ichich8932 I don't think luck is a bad thing...yeah it takes skill out, but it balances good vs new players also so anyone can win, a lot of my favorite card games right now have that luck factor
I think being able to “bank in” dice rolls if you don’t use all of your available roll points. And to avoid banking a bunch for one massive turn you could limit the bank to only hold 3 dice points or something. Love the series btw!
And perhaps you can steal your opponent’s banked dice with card effects, so there is less incentive to hoard them and more ways to interact with the mechanic. Perhaps include an “extra deck” like in Yu-gi-oh and your banked dice can be used to summon special protectors from there. And like the evolvers, you start at Lv1 and the last protector you can get from the extra deck is lv10.
You could make the Card lvl you can play,in a Dependency to your current evolver: Like lvl 1 evolver 3 Lvl 2 4 And so on. It would make it less luck based. You can Balance evolvers better,some have better stats,some better Abilties and some more Points to spend for protector. And in the late game its more likely to get Stronger cards. Now if youre lucky you get a lvl 6 card with 300 Point,who is killing the Bad protectors of the opponent
At the very beginning you decided to go with the whole topp trumps style, biggest number wins, due to not wanting to keep track of life totals but feel like there is way more you need to keep track of now. Loving watching the progress, can't wait to see where this ends up.
Hey man! Loving these vids and the game looks to be shaping up really fun. I liked that I couldn't call the winner at any point in the game. Some unsolicited suggestions from watching the gameplay video: - There seems to be a couple of powers where you can manipulate a dice outcome to one of your choosing. This is fine but there are also some pretty powerful abilities which leads to insane synergy. For example, the monster that can get an extra free kill each turn if you correctly call the dice roll. My only suggestion would maybe make a distinction between abilities that can only be activated by calling natural dice rolls vs abilities that you are happy to be activated with augmented dice rolls. - I quite like the idea of a wall type protector that you could use to help stall your opponent when they are on a roll. Maybe a low level protector with high health but it's ability is "This protector cannot attack". However, I guess this runs the risk of slowing down the game to the point of it not being fun.
Unspent points acquired through dice rolls could be able to be used for extra effects. Single turn attack/health increase, on field/coming into play ability activations, players being able to draw extra cards, ect. And use the dice point rolls as a resevoir for summoning mechanics that way you have the ability to summon multiple smaller protectors in one turn or one larger one, depending on your playstyle, (swarm vs overpower). The would give an incentive to use both the high and low rolls as well, even if you can't summon a protector for the turn. No dice roll would leave you in an unplayable state, which would advance the board after every turn and still give someone who is getting steamrolled the ability to catch back up. If you are going to add a dice roll as a main mechanic, it's going to be a heavily luck based game, no matter how you try and balance it, so if you can accept that and work with it, gives you more practicaility with balancing that luck with abilities of the cards and/or play state of each player's board.
To decrease the amount of mid level protectors being used maybe give the low level protectors abilities that boost the power of higher level protectors. or add a level cap for the protectors depending on the evolvers ?
My suggestion for balancing the dice rolling would be for each roll to provide 2 results one for defender cards and the other for effecter cards that are the reverse of each other. A roll of 1 would give 1 towards playing defenders (plus the evolver addition) but give you a 6 towards effecters, a roll of 6 would give 6 towards defenders but 1 towards effecters. Stick to only 1 die. This would eliminate inherent bad rolls.
Perhaps you have a "Hero" card which is your base character. This could add special abilities that you get for the character you choose. i.e You picked the Bomb Evolver and his "hero" is like a demolitions expert so if you roll a 1 you can "blow the dice up" and roll again. If you pick another character like say a Plant evolver their hero is some green thumb witch which allows you to gain an extra resource per turn vs the re roll mechanic. Just a thought! Love the videos!
I actually thought of an interesting idea at 19:56. Guess a high number (lets say 6) and then if you roll a three you can use that card from your hand (+3 to any dice roll) and you'd get the ability! So you'd actually have a 2/6 chance to get it instead of a 1/6 chance.
Make a rule so that when if one of your units is killed, you get a little token or marker that allows you to add one to a future dice roll. That way if players fall behind on board, they'll theoretically be able to catch up
I would create a Dice pool. When you roll it gets added to your pool. This means you can use any dice in your pool. The cards must match the dice roll in the pool to be played. Playing consumes the dice in the pool. Fixing for misrolls is easy. You just consume two matching dice in the pool. This counts for any dice number you want. The pool is great for saving up for big plays. You can play around with augmentation for the pool for Match fixing. You can also do ramp effects with this pool. The balancing for loser could also be when you have an evolver dies it "coughs" up a Dice into the pool.
You could start with a die on 3 next to you at the start of the game and you get to use it like a bank of pips to add to your roll anytime until all three are home. If someone is less experienced, they could start with a higher number. Also each evolver could have a setup number that tells you what to put your die at during setup.
Would be neat if you could sacrifice creatures in play to pay the cost of needing to roll a specific number. Like if you have a lvl 2 on field and roll a 6 with a lvl 1 evolver you could tribute the card on field to play up to a 9 cost.
A suggestion I thought of while was watching about the dice. You definitely need more dice, maybe 1 color for the level for proctors, and another color for abilities and effects. So, like, maybe use a red die for both LV die, and use Yellow die for abilities. (Can use any color, just going of the dice you are using) buy having 2 separately colored dice makes it clear for each player what is taking place, especially at times like you forgot to roll LV die at begining of turn, if that happens the opponent knows oh thats the LV dice they are rolling for protector LV.
I hope this is on the game crafter honestly looks so good working on a rough draft for my third tcg and have been waching them while making it rly exited for the next episode
I love this series! What if you could purposely attack a more powerful protector in order to kill your own to get the effects of killing the card. It might make some more strategy.
Perhaps a suggestion for a playtest is that you can summon once, set a monster once, activate a spell from hand once and set one spell, also maybe reroll once instead of only on 1's- I can imagine having only high-level cards and unable to summon with your roll and want to gamble for a higher roll all while not increasing the maximum result of 6 (as in with using multiple dice) and also future cards may have effects such as "if your roll was even or odds or a 3 etc." which you can attempt to reroll for as well.
With there being the random outcome of dice I think there should be decks that gain benefits if you don't use the resources. As is if you roll a 6 then you can summon as many guys as possible, lets say you summon a level 1,2 and 3 for 1 dice roll. As is there is no incentive to not frow out every card down you can. Therefore I think there definitely should be some decks that level lock. Say a swarm/bug theme of level 1s that have something like "you can't play any protectors other than level 1 the turn this card is played" but they have benefits like being able to pool the atack of all cards you control into 1 card. You could also do something with counters or gaining attack for each unspent point of the dice.
What if you could use dice to draw cards? After a roll, you could spend your die to draw 6 minus the result shown, but you can't use that die to play protectors. That way, rolling a 2 or 3 late game isn't as bad. The question would be donyounstill get your evolvers points to spend on cards and how to factor in the reroll 1s rule
Suggestion for making the game less purely luck based: there is a max total lvl of all of your played defenders. So you could have five lvl. 2 defenders or two lvl. 5s. (This being if the total max lvl. of your defenders was 10). This would make smaller defenders possibly a bit more useful. Maybe different evolvers could even have a different max defender level capacity...?
I have an idea for the spells. Instead of being free, what if you need your evolver to be equal to their resource level? So, 1 cost spell would be like maybe draw 1 discard 1, and 5 cost spells could be board wipes, summong defenders for free, add +20 to your dice, kill an evolver, etc. I think it would make being behind just way less punishing, but also make it so you can come back from a bad game state.
suggestion: having 1s and 2s doesnt really make sense since you can place 7s first turn, so, why not make 1s and 2s the spell cards aka effectors. this can waste your “mana” and make strategizing a bit mire dynamic than simply placing the number you get. 1s would be lower tier spells and 2s higher tier with better effects. also, have you thought of making effectors based on rolls? ex: roll a dice and x20 damage to any defendor or evolver of your choice. pd: loving the game, hope to see it come out in the future.
Use dice to set monster hp/power (or add to it). Players could split it by playing 2 monsters or more (giving them less hp). Giving small dudes good death abilities can be a strategy.
A bit late, but I had an idea about rolling the dice, that is that the player can roll 2 dice, and the average of those rolls determines their actual roll, so if they roll a 4 and a 6, then it's 5. In-cases where the mid point is a decimal, like rolling a 1, and 4, I think rounding up would be better, as in the future there could be cards that force your opponent to round down instead as a sort-of passive debuff. Or perhaps round down, and then the player can buff themselves to round up.
Check out the board game called castles of burgundy for inspiration on doing dice rolling right. The way dice are implemented is you have a lot of tough decisions to make because different numbers open up different options. Higher numbers don't equal stronger moves. The problem with your implementation is someone rolling three 2s in a row while the opponent gets three 6s in a row could massively ruin their game. This isn't even so unlikely. You need to make the dice roll number not directly impact how strong of a move you can make. All numbers should be equal in power, but they do different things. For example, you can make it that you roll 6 dice and then you choose when to use a die. This is interesting because you can use a 6 to do a specific action now or wait to use it later. Maybe you can even make it that you start the round with 6 dice, each one set to one number, so you have 1-6 every round by default. But then there will be ways to manipulate and reroll dice (with this approach you could technically leave the higher numbers as stronger than the lower numbers since both players get all the numbers). Maybe various abilities and monsters require certain numbers to be played. Maybe every number has a default ability. Like spend a 1 to draw, spend a 2 to attack, spend a 3 to rerol two dice, etc. You can have a separate system for facilitating stronger monsters. For example, based on the evolver you have, Maybe you can spend dice to gain certain resources which then permanently increases the level of monster you can play.
maybe since you're introducing more luck with the dice mechanic, you could take away some luck to balance it out. Like maybe you could always keep the deck face-up so that you know what you are drawing next. It would also make the TCG more unique. Then you could have abilities like "If the top card of your deck is a protector level 4 or lower, this card gains 150 atk"
You should probably get two different color of sleeves for the two decks. And you should use the other player's dice when rolling for an ability so you don't mix up the dice you rolled. Permanant ressources are fun, maybe you should have a few more? Maybe a new Evolver with mechanics that interact with permanants? I think the Bomba evolver should stay draconic/dinosaurian (Bomb stegosaur with TNT sticks instead of plates?) and it should have more of a focus on 'on death' effects. Maybe let it recycle those type of protectors more easily? And the other guy could focus on rerolls?
suggestion: if you roll a 1 it will trigger the evolver(current) ability. example: stage 1 evolver (draw 1 card and if the attack is lower than 150 instantly summon it) stage 2 evolver (draw 2 card then summon the protector with lowest atk and discard the other 1) stage 3 evolver (draw 1 card and instanly summon it) also if the evolver defeated use their ability except for the last stage ofcourse.
Suggestion: Make the resources card have modifiers to your roll, so you can have stronger resources that reduce your roll as cost or actively detrimental or situational cards that boost your rolls
I know you are probably far from thinking of a specific name for the game but I think it would be cool if the Protectors were called Hydras, because they get more powerful each time they are killed (like how the hydra gets more heads if it's head it cut off). I don't know how that would meld with your thoughts on the theming. I'm just excited to see more of this series.
Maybe a good idea to would be to make different arenas that help or hurt of buff each Evolver or Protector in the game. For example, you could do a lighting field that would help electric Evolver or Protector.
Dang it seems so fun! It got a lot more complicated. Are you going to sell it eventually? Also I wouldn't add to many more rules, it seems great! God bless!!!!
You should have a mechanic or if you have loads of high-level cards, you get to choose a card from your hand, shuffle it into the deck and draw you could probably do this two times per game
Something like that could defo work! Or if you have a protector in hand that you can’t mathematically play (eg a level 8 when you’re on a stage 1 evolver (1+6 is obviously only 7) then you can shuffle it back in and redraw
Like this idea. Low dice rolls for big results. Because probability is low and the evolver has to be a specific level, you could make for wild plays like a 2,2,2; Kill 2 protectors, draw 2 cards, add 2 to next dice roll.
that is some sick gameplay i think the game will be great as more cards release and become much more interesting! i think resources are quite well designed for being things that help with the game but dont provide you more advantage in terms of board state but looking at the gameplay and assuming that the resources are free its gonna be extremely tricky when they dont have costs and might become broken (similar to how Cosmic Treasure is a banned card in Chaos Galaxy) great to see that you tried to balance it with the sacrificing of evolvers tho! Btw speaking of Chaos Galaxy do u wish to continue the game at any point? esp since the planetary collections are only midway through production and some planets are missing it.
In my opinion both deck went to topdeck mode very early, maybe you should increase the starting hand size or add some more draws, beside that I really enjoyed this playtest, looking forward for next video.
yo if you make the mat bigger or both have playmats you can use the protecting/meatshield gimmick that if you play a protector on top of a protector you have to kill the one on top first and then you can attack the one that you wanted to protect
I recently tested the One Piece TCG with a friend because I was interested in how it played. I really like the feeling of the life cards in that game and getting an effect to your hand, I'm wondering if there can be smaller protector versions of the evolvers on the back of them that you get to hand when you loose them as more come back mechanics? Or an effect card or something instead? Generally the biggest irk I'm having personally is a presentation thing, so can be worked out later of course but I feel like doing something with the evolves after they're defeated instead of just putting them to the bottom of the evolver pile would be good because it gives better feedback that you've lost in my opinion when your level 5 is KO'd! Obviously the easiest solution is just their own discard pile but I was just wondering if there was an interesting design space there to do something with them? But it is probably too much if so, so I understand probably not doing it, I just wanted to suggest something out there because it is a really fun project I'm enjoying following!
Play test 1 You could balance your game that protectors get damage when it attacks an other protector and evolver so you have a skill part when to attack have your evolver the option to attack as well or that have evolver an card on the back that you can play so when it dies it becomes a resource have a flash mechanic protector or resource cards
One idea that i had would be fusions (guess where i got the idea), so if you get 2 specific protectors to the field, you can combine them with a rescource card to make another protector thats even stronger
Well, fusion monsters would allow him to add more cool creatures to the decks lol. Early MTG had wonky cards like “Shahrazad”, although I am not sure if that was a particularly fun card. What if he adds a resource card like: “Kill all protectors. You draw a card. Then, each player summons 5 fusion monsters at random from the Black Hole to their field.” The Black Hole is an extra deck but is communal and both players have access to it. We can potentially also call it a nebula. Like the “Life Nebula” or the “Chaos Nebula”. It could also be called a Biolab to stick with the theme of evolution. Perhaps this can be an alternate game mode if it actually works and is fun.
Maybe an ability where one attack can kill multiple layers of the evolvers. If the attack is 300 it could kill a level 1 evolver with 100 and a level two with 200 for example so you can kill two with one attack
Im sure youve got loads of ideas and must enjoy character design but you could run a competion for people to design creatures...? Could then use their drawings as placeholder images until you have tie to redraw them
How are you planning on dealing with problem cards that may be made in the future? Would you do it like Yu-Gi-Oh! And have a semi-limeted, limited, and Ban list? Or would you do it like Pokémon with Set rotation? Or will you come up with your own solution?
I could be wrong(new here) but I think his other tcg has a yugio style ban list so I imagine that. I also think it makes more sense. He isn’t going to be able to bring out cards in the same way bigger companies are, and I think for a smaller tcg that’s so community focused it makes sense for players to be always able to any card they have from any set.
looking through a thesaurus for a name based on the search phrase "evolver"...I think EmergeTCG would be a dope name! for the level 5 protector that takes control, maybe a resource card that can redirect attacks? so in case they attack into a seperate protector (or even if there was an ability to attack your evolver directly), you could redirect the attack to the level 5 and have a chance to use the ability...I know this doesn't get around kill effects, but something to think about So far the game is looking solid mechanically!
@@ChaosGalaxyTCG a couple people talking about it in the comment section too, about utilizing left over dice nodes for stuff, some people saying to draw cards (my example was spending two dice nodes, once per turn, to draw 1 card) or someone else said, which I really like as well, that the cost of resource cards should be unused dice nodes. So if you roll lets say 3, on a lvl 2 Evolver, you have 5...you play a lvl 2 protector, you have 3 unused dice nodes that last til the start of your next turn (before you roll) to spend on resource cards
@@leafjuggernaut7816 as the name of the game? Maybe? The only thing would be once it's starts going, we might have to change "kill" as the KO word, and we might not be able to use "Dievolution" cause of "Die" being in the name
Already broke my upload schedule 2 episodes in 🥴
At least you Upload ❤❤❤❤
Can you please clarify which stage is which, because sometimes I get lost. Sometimes you roll before you draw and sometimes you roll after.
It's literally impossible to stick to 😅 I'll be checking for these updates no matter what
I'd rather watch a polished video couple days later than an unfinished one that was rushed to be released early!
@@Sleezy.Design thanks!! Those were my thoughts too :)
Funny thing how I never knew this community existed until last month. I've been making custom cards and working on game design since I was 15 in the mid-90s. And, now TH-cam desides to show this all exists after 9+ years of activity!
Nice! You’re probably a veteran compared to some of us.
I personally remember making custom Yu-gi-oh cards with my friend in 2nd grade (2009) before I knew how to use the internet. I would watch Yu-gi-oh when it came out on TV Saturday morning and sometimes make some cards with paper and crayon while watching it.
@@leafjuggernaut7816 I wouldn't say I am a veteran since I never published anything. I just have experience come up.with ideas
@@RobertHMayfire Ah, fair enough; I understand now. But from my perspective, you were making stuff many years before I was even born so you were like a wise sage on a hill that was there since the beginning of civilization lol.
@leafjuggernaut7816 Just keeping making stuff. When you get to my age, unless you can make your hobby into a career, life will make it harder for you to do the things you love. So, everyone keeps designing, drawing, printing, and publishing while you can. But, more importantly, have as much fun as you can doing it.
@@RobertHMayfire Appreciate the advice, there are some things that I’ve been interested in doing but I was never good enough or didn’t take seriously. Some of them I am still interested in, some of them I am not anymore, and others I am finding new things. Maybe I should do more of them…
It still feels like the biggest dude just wins the game. Another issue im noticing is, that its theorethicaly possible to run out of monsters to the point where you have like 2-3 low lewel monsters but they are not enough to hit over a Stage 5. So basicly you are softlocked out of the game pretty often by either not drawing high power monsters or just run out of enough power total.
I think this problem could be handled, if the evolvers have an hp, that also lower level monsters can slowly reduce. That would improve on the low level monsters value overall.
yeah, imagine getting a lvl 10 when your evolver is at lvl 3 (1 + 6 in the die) You're basically unkillable at that point...
But, wouldn't that involve counting? The thing that Zach (Zack?) is actively trying to avoid?
@@some_goomba 🫨
One suggestion I would make is that the resource cards use up numbers from the dice roll but that might make the luck aspect even more relevant.
someone before commented a similar use for the dice nodes mechanics, but for drawing cards, and I added on this same comment, this is what I replied to their comment
"So dice nodes are the "resource" to play protectors and such...I think having the unused nodes til the start of your next turn (before you roll), you can spend nodes to play the "cost" of resource cards in hand, but I also like your idea to spend nodes to draw, maybe during your turn (once per turn) you can spend 2 nodes to draw 1 card?"
He could try that and perhaps it works, but I wonder if that puts the game in the trajectory of being more like a “mtg/hearthstone clone”. It’s not that it is a bad thing because it is a good formula for games, but right now he is at somewhat of a middle ground with the creatures using resources like MtG/Hearthstone but the spells being used like in Yu-gi-oh/Pokémon. If he can find more ways to make this current formula work, it might offer dynamics that other games don’t have as much if that makes sense. Granted you can’t really re-invent the wheel, but something to consider I think.
I think resources are balanced as they are because in order to have resources in your deck you need to have less protectors in your deck, which means you might not get a protector when you need one.
Love this. It reminds me of the irl card game I want to make a little. With mine, there is no rules-based way of winning. Most character card, and some others, have their own win conditions, and you build your decks and play trying to build up to a win condition. What gets fun, is the names for objects may not be unique. For example, at least 2 of the 8(9) starter decks/protagonists have a card called "Rosary". These cards do different things and have different requirements(I think), but are interchangeable for cards that require "Rosary".
My big inspiration is the Akashic Records. I wanted each game to be like climbing through the memories of the archive, till you have enough to put together this parson's life.
Maybe I'll add that project back into circulation. Really loved it, and already have like 4(?) booster packs planned out.
Instead of the reroll a 1 thing you can just kind of curate your own ods with a custom d10 or d12 or something. Like a d10 with: 2,3,3,4,4,4,5,5,6,7
Or use a combination of dice, like 2d4
DnD players up in here
Finally! I have been waiting for this for 2 Weeks! It's really interesting how you do the planning and art stuff because I'm creating my Tcg too! (Hope that I finish mine soon)
I’m kinda winging it but it seems to be going to plan so far!
Anxiously awaiting the next episode. It feels so good seeing someone make a TCG when all I wanted as a kid was to make my own.
Make one.
Only thing I can think of would be to make it so decks are color coordinated or something similar. My mind goes to something like Commander in MTG. Essentially each evolver has a a color(or multiple depending on how it works) and only protectors(and maybe resources) of said color/s can be used. Something like this. I think this helps make decks feel unique and not just be stacked with meta cards. I also really like how the recourse and instant cards aren’t tied to tie die roll. A common I read early said it makes it feel like a middle ground between magic(where creatures have cost) and yugioh (where spells are played in reaction to something).
@@mitchellima7548 yes! Colours/elements are something I’m 100% going to introduce later on, once the overall gameplay is more refined I’ll look into adding them :)
Loving watching the series.
Few ideas that I thought I'd throw out there. 1) using a d4 in the early game to add relevance to the lower level protectors, maybe upping to a d8 in late game. Would require a larger spread of card levels. 2) making the effectors cost resources, rather than make them all free play. 3) the reroll once per turn seems like it could be quite powerful as an ability. 4) any unspent points every turn could be put into a bank of some kind, which could be used as bonuses on additional rolls when needed, or give you a card draw or some other effect, rather than go to waste. Might need a cap though, as a high roll into the bank could be powerful. 5) it felt like the pace of game fell down at the end, as cards were in very short supply. This could be fixed by number 4 above with card draw? Or have a draw rule when a protector is killed? 6) having a smaller deck to start, and when you evolve, you add additional cards to the deck. This might help with keeping power level lower in the early game and prevent irrelevant cards in the hand slowing the game down (like drawing a level 10 early would really suck to hold on to). Could also then cap protector levels in the deck by the evolver level, which could then be altered by archetypes etc in the future. Also, with the draw rule when a protector dies mentioned in 5, this could come from the deck you are adding before its added.
This is all coming from a guy who has no idea what he's doing 😂, and keep up the good work!
@@gunnerslater901 thanks for all these!! Defo worth considering for me! I really think you’re onto something with the unspent points idea - maybe making a bank would be pretty confusing to keep track of but like spending 5 to draw a card or something could be cool! Thanks so much for the ideas!!
@@ChaosGalaxyTCG You Could have a D20 or D10 beside your board that stores the unspend points
if you like having a dice roll mechanic in the game but want to mitigate luck, have each player roll 2 dice and keep one. In this current iteration, rolling a 2 now has the same feel-bad vibes as rolling a 1 before. Personally, I don't like this much RNG in a TCG - there's already enough variance in card draw, I'd be livid if the amount of mana I got to play with in Magic was random every turn. If you were comfortable eliminating the dice rolling, you could just have a round clock that counts how many rounds it's been since the beginning of the game, and you can play protectors of level equal to your evolver level plus the round timer. The player going second could even get a little boon and they get +1 on turn 1 or something if it turns out that going first has a severe advantage.
If you're going to keep the dice rolling in the set, though, I think it would be cool to have an evolver that WANTS to roll low. Like it gains effects whenever you roll a 2 or a 3 or something. That would be neat.
Honestly dice rolling mechanics in a TCG are a hard sell. Luck comes from the card draw already, but feels like you can manage it because you can choose how to construct your deck. Adding luck of the dice on top is not something I would want in a TCG. You are focused on finding solutions to manage luck of the dice all 3 episodes so far, highlighting the problem basically. Other than that the protector/evolvor idea is really cool!
In your old TCGS there was a stage X Evolver idea you can play your stage X evolver from your hand on your current evolver, and that would become your current final stage and stage x evolver can attack
For fixing the dice mechanic I would try this :
The player who rolls both dice chooses the higher of the two results. A double allows the two results to be combined instead.
Face down cards sounds like a great mechanic, if u attack a facedown card, and it is more powerful, you lose your protector. It doesnt have to be on every card you could even tie some abilities to it.
For the dice phantom you should make a really weak dice and when it’s killed it will transform into the dice phantom
Sounds like you are thinking this through, I really like seeing the thought process behind decisions! I think that the level 5s could still have an ability because the lategame lasted a long time, and although it lead to a lot of back and forth it was mostly from top decking rather than better dice rolls or utilization of protectors. I think a good mechanic would be mid to low level protectors having triggered effects any time a dice is rolled, such as gaining +100 for any 4s getting rolled wether that be start of turn or for another effect, getting to shuffle and draw a card when you get a 2, copy an effect of a protector in the discard when you get a 1, ect… to take advantage of the dice rolls and make effects that require certain dice rolls more exciting when they can still have another positive outcome.
You could also spent dice points to draw cards.
It might be getting more and more,like the first drawing on your turn 2,then 3, then 4
I like this idea, but also...
So dice nodes are the "resource" to play protectors and such...I think having the unused nodes til the start of your next turn (before you roll), you can spend nodes to play the "cost" of resource cards in hand, but I also like your idea to spend nodes to draw, maybe during your turn (once per turn) you can spend 2 nodes to draw 1 card?
@@RandomSwitchGamer year that would be nice to,but I think you get in the late game to less cards and if youre not lucky,you get maybe a 100 or 150 and thats bad
@@ichich8932 I don't think luck is a bad thing...yeah it takes skill out, but it balances good vs new players also so anyone can win, a lot of my favorite card games right now have that luck factor
Wow no way I was just thinking about this spending to draw mechanic for my games!
I think being able to “bank in” dice rolls if you don’t use all of your available roll points. And to avoid banking a bunch for one massive turn you could limit the bank to only hold 3 dice points or something. Love the series btw!
And perhaps you can steal your opponent’s banked dice with card effects, so there is less incentive to hoard them and more ways to interact with the mechanic.
Perhaps include an “extra deck” like in Yu-gi-oh and your banked dice can be used to summon special protectors from there. And like the evolvers, you start at Lv1 and the last protector you can get from the extra deck is lv10.
You could make the Card lvl you can play,in a Dependency to your current evolver:
Like lvl 1 evolver 3
Lvl 2 4
And so on.
It would make it less luck based.
You can Balance evolvers better,some have better stats,some better Abilties and some more Points to spend for protector.
And in the late game its more likely to get Stronger cards.
Now if youre lucky you get a lvl 6 card with 300 Point,who is killing the Bad protectors of the opponent
At the very beginning you decided to go with the whole topp trumps style, biggest number wins, due to not wanting to keep track of life totals but feel like there is way more you need to keep track of now. Loving watching the progress, can't wait to see where this ends up.
Very excited for the end result - I think I'd need to play test my game(s) like this, looked pretty fun to watch, Zack !!!
Hey man! Loving these vids and the game looks to be shaping up really fun. I liked that I couldn't call the winner at any point in the game. Some unsolicited suggestions from watching the gameplay video:
- There seems to be a couple of powers where you can manipulate a dice outcome to one of your choosing. This is fine but there are also some pretty powerful abilities which leads to insane synergy. For example, the monster that can get an extra free kill each turn if you correctly call the dice roll. My only suggestion would maybe make a distinction between abilities that can only be activated by calling natural dice rolls vs abilities that you are happy to be activated with augmented dice rolls.
- I quite like the idea of a wall type protector that you could use to help stall your opponent when they are on a roll. Maybe a low level protector with high health but it's ability is "This protector cannot attack". However, I guess this runs the risk of slowing down the game to the point of it not being fun.
I totally didn't know you posted! Love the vid btw! Can't wait for the finished product
seeing this in my recommended brought me joy NEW EPISODE RAHHH
Man I woulda watched this earlier but I was school! Nice episode! I was looking forward to it lol!
Unspent points acquired through dice rolls could be able to be used for extra effects. Single turn attack/health increase, on field/coming into play ability activations, players being able to draw extra cards, ect. And use the dice point rolls as a resevoir for summoning mechanics that way you have the ability to summon multiple smaller protectors in one turn or one larger one, depending on your playstyle, (swarm vs overpower). The would give an incentive to use both the high and low rolls as well, even if you can't summon a protector for the turn. No dice roll would leave you in an unplayable state, which would advance the board after every turn and still give someone who is getting steamrolled the ability to catch back up. If you are going to add a dice roll as a main mechanic, it's going to be a heavily luck based game, no matter how you try and balance it, so if you can accept that and work with it, gives you more practicaility with balancing that luck with abilities of the cards and/or play state of each player's board.
i love the music for this series!
I've been so hyped for the series
The game actually looks really fun now. I like how the stronger cards are balanced by direct kill effects of other cards and evolvors.
@@Chillz011 thanks!! Yeah I really enjoyed the playtesting this episode!!
You should put the death abilities aside when the evolver dies so you remember to use it and put in the graveyard/discard pile when you use them
To decrease the amount of mid level protectors being used maybe give the low level protectors abilities that boost the power of higher level protectors. or add a level cap for the protectors depending on the evolvers ?
@@Logaming_12RBLX this sounds like a good plan! Cheap-to-play protectors are just like nice utility cards!
I am so excited to see how this TCG comes out. maybe the evolver that is unnamed could be some sort of psychic or maybe a mage or wizard
My suggestion for balancing the dice rolling would be for each roll to provide 2 results one for defender cards and the other for effecter cards that are the reverse of each other.
A roll of 1 would give 1 towards playing defenders (plus the evolver addition) but give you a 6 towards effecters, a roll of 6 would give 6 towards defenders but 1 towards effecters.
Stick to only 1 die.
This would eliminate inherent bad rolls.
Alright so I'm trying to make my own tcg from scratch and the gods sent me this video to show me I can do this
YOU CAN DO THIS 👊👊👊
Perhaps you have a "Hero" card which is your base character. This could add special abilities that you get for the character you choose. i.e You picked the Bomb Evolver and his "hero" is like a demolitions expert so if you roll a 1 you can "blow the dice up" and roll again. If you pick another character like say a Plant evolver their hero is some green thumb witch which allows you to gain an extra resource per turn vs the re roll mechanic. Just a thought! Love the videos!
I actually thought of an interesting idea at 19:56. Guess a high number (lets say 6) and then if you roll a three you can use that card from your hand (+3 to any dice roll) and you'd get the ability! So you'd actually have a 2/6 chance to get it instead of a 1/6 chance.
Make a rule so that when if one of your units is killed, you get a little token or marker that allows you to add one to a future dice roll. That way if players fall behind on board, they'll theoretically be able to catch up
@@Slimstudio ah this is a nice idea!
I’ve been waiting for this
I would create a Dice pool. When you roll it gets added to your pool. This means you can use any dice in your pool. The cards must match the dice roll in the pool to be played. Playing consumes the dice in the pool. Fixing for misrolls is easy. You just consume two matching dice in the pool. This counts for any dice number you want. The pool is great for saving up for big plays. You can play around with augmentation for the pool for Match fixing. You can also do ramp effects with this pool. The balancing for loser could also be when you have an evolver dies it "coughs" up a Dice into the pool.
You could start with a die on 3 next to you at the start of the game and you get to use it like a bank of pips to add to your roll anytime until all three are home. If someone is less experienced, they could start with a higher number. Also each evolver could have a setup number that tells you what to put your die at during setup.
Would be neat if you could sacrifice creatures in play to pay the cost of needing to roll a specific number. Like if you have a lvl 2 on field and roll a 6 with a lvl 1 evolver you could tribute the card on field to play up to a 9 cost.
A suggestion I thought of while was watching about the dice. You definitely need more dice, maybe 1 color for the level for proctors, and another color for abilities and effects. So, like, maybe use a red die for both LV die, and use Yellow die for abilities. (Can use any color, just going of the dice you are using) buy having 2 separately colored dice makes it clear for each player what is taking place, especially at times like you forgot to roll LV die at begining of turn, if that happens the opponent knows oh thats the LV dice they are rolling for protector LV.
I hope this is on the game crafter honestly looks so good working on a rough draft for my third tcg and have been waching them while making it rly exited for the next episode
Put some mtg bulk cards underneath your printer paper prototypes inside the sleeves it'll be easier to playtest !
I did that in the first 2 eps and people said it was confusing 😂 they’re printed on kinda thick paper so they work in sleeves ok!
Yu-Gi-Oh! Card backsides could also be nice dummy cards. Their background is pretty standard and not so distracting.
You could have an evolver relic kibda like planets, give a simple ability such as once per game...
I like this game very much, it’s simple, fun, but strategic.
This is how I want the perfect TCG!
@@JustFilmStudios thanks!! I’m defo having fun making it!
Some of these abilities are giving me ideas for my own game. Cool seeing your progress so far
@@Beets_Creations thanks! Glad it’s helping out with your game too :)
Really enjoyed this so far, the play testing got a bit boring for me but love the insights of this series
I love this series! What if you could purposely attack a more powerful protector in order to kill your own to get the effects of killing the card. It might make some more strategy.
Very cool!! 😂
looks like these could be nice fast paced games. awesome work.
Zach is back!!!!!
Perhaps a suggestion for a playtest is that you can summon once, set a monster once, activate a spell from hand once and set one spell, also maybe reroll once instead of only on 1's- I can imagine having only high-level cards and unable to summon with your roll and want to gamble for a higher roll all while not increasing the maximum result of 6 (as in with using multiple dice) and also future cards may have effects such as "if your roll was even or odds or a 3 etc." which you can attempt to reroll for as well.
With there being the random outcome of dice I think there should be decks that gain benefits if you don't use the resources. As is if you roll a 6 then you can summon as many guys as possible, lets say you summon a level 1,2 and 3 for 1 dice roll. As is there is no incentive to not frow out every card down you can. Therefore I think there definitely should be some decks that level lock. Say a swarm/bug theme of level 1s that have something like "you can't play any protectors other than level 1 the turn this card is played" but they have benefits like being able to pool the atack of all cards you control into 1 card. You could also do something with counters or gaining attack for each unspent point of the dice.
Great video as always
What if you could use dice to draw cards? After a roll, you could spend your die to draw 6 minus the result shown, but you can't use that die to play protectors. That way, rolling a 2 or 3 late game isn't as bad. The question would be donyounstill get your evolvers points to spend on cards and how to factor in the reroll 1s rule
You should definitely add an instant like, when a card is played, you may turn it face down, so you can combo its sneaky ability on your opponent.
Suggestion for making the game less purely luck based: there is a max total lvl of all of your played defenders. So you could have five lvl. 2 defenders or two lvl. 5s. (This being if the total max lvl. of your defenders was 10). This would make smaller defenders possibly a bit more useful. Maybe different evolvers could even have a different max defender level capacity...?
Yes I like this! Currently trying out where you can only play a max of 2 protectors per turn but I could defo playtest with that number increased….
D3 plus the.number of your current turn = level of card playable.
I have an idea for the spells. Instead of being free, what if you need your evolver to be equal to their resource level? So, 1 cost spell would be like maybe draw 1 discard 1, and 5 cost spells could be board wipes, summong defenders for free, add +20 to your dice, kill an evolver, etc. I think it would make being behind just way less punishing, but also make it so you can come back from a bad game state.
suggestion: having 1s and 2s doesnt really make sense since you can place 7s first turn, so, why not make 1s and 2s the spell cards aka effectors. this can waste your “mana” and make strategizing a bit mire dynamic than simply placing the number you get. 1s would be lower tier spells and 2s higher tier with better effects. also, have you thought of making effectors based on rolls? ex: roll a dice and x20 damage to any defendor or evolver of your choice.
pd: loving the game, hope to see it come out in the future.
Play-testers? Definitely a fun TCG to watch, want to play it myself.
Very good game and videos
Use dice to set monster hp/power (or add to it). Players could split it by playing 2 monsters or more (giving them less hp). Giving small dudes good death abilities can be a strategy.
A bit late, but I had an idea about rolling the dice, that is that the player can roll 2 dice, and the average of those rolls determines their actual roll, so if they roll a 4 and a 6, then it's 5. In-cases where the mid point is a decimal, like rolling a 1, and 4, I think rounding up would be better, as in the future there could be cards that force your opponent to round down instead as a sort-of passive debuff. Or perhaps round down, and then the player can buff themselves to round up.
Check out the board game called castles of burgundy for inspiration on doing dice rolling right. The way dice are implemented is you have a lot of tough decisions to make because different numbers open up different options. Higher numbers don't equal stronger moves. The problem with your implementation is someone rolling three 2s in a row while the opponent gets three 6s in a row could massively ruin their game. This isn't even so unlikely. You need to make the dice roll number not directly impact how strong of a move you can make.
All numbers should be equal in power, but they do different things. For example, you can make it that you roll 6 dice and then you choose when to use a die. This is interesting because you can use a 6 to do a specific action now or wait to use it later. Maybe you can even make it that you start the round with 6 dice, each one set to one number, so you have 1-6 every round by default. But then there will be ways to manipulate and reroll dice (with this approach you could technically leave the higher numbers as stronger than the lower numbers since both players get all the numbers). Maybe various abilities and monsters require certain numbers to be played. Maybe every number has a default ability. Like spend a 1 to draw, spend a 2 to attack, spend a 3 to rerol two dice, etc.
You can have a separate system for facilitating stronger monsters. For example, based on the evolver you have, Maybe you can spend dice to gain certain resources which then permanently increases the level of monster you can play.
maybe since you're introducing more luck with the dice mechanic, you could take away some luck to balance it out. Like maybe you could always keep the deck face-up so that you know what you are drawing next. It would also make the TCG more unique. Then you could have abilities like "If the top card of your deck is a protector level 4 or lower, this card gains 150 atk"
awsome vid as always
@@ImSweetPotato thanks!
You said this after it was uploaded for 1 minute
Maths ain't mathing 😂
You should probably get two different color of sleeves for the two decks. And you should use the other player's dice when rolling for an ability so you don't mix up the dice you rolled.
Permanant ressources are fun, maybe you should have a few more? Maybe a new Evolver with mechanics that interact with permanants? I think the Bomba evolver should stay draconic/dinosaurian (Bomb stegosaur with TNT sticks instead of plates?) and it should have more of a focus on 'on death' effects. Maybe let it recycle those type of protectors more easily? And the other guy could focus on rerolls?
YEAA!! Episdode 3!!!
suggestion:
if you roll a 1 it will trigger the evolver(current) ability.
example:
stage 1 evolver (draw 1 card and if the attack is lower than 150 instantly summon it)
stage 2 evolver (draw 2 card then summon the protector with lowest atk and discard the other 1)
stage 3 evolver (draw 1 card and instanly summon it)
also if the evolver defeated use their ability except for the last stage ofcourse.
Love the videos!
Thanks!
Suggestion: Make the resources card have modifiers to your roll, so you can have stronger resources that reduce your roll as cost or actively detrimental or situational cards that boost your rolls
I love the "the hobbits" style you went for
5:26 not me immediately thinking "yo is that Gigalith" on the first lil guy design
5:38 Jellyfisht is back
I know you are probably far from thinking of a specific name for the game but I think it would be cool if the Protectors were called Hydras, because they get more powerful each time they are killed (like how the hydra gets more heads if it's head it cut off). I don't know how that would meld with your thoughts on the theming. I'm just excited to see more of this series.
Maybe a good idea to would be to make different arenas that help or hurt of buff each Evolver or Protector in the game. For example, you could do a lighting field that would help electric Evolver or Protector.
I love this seiries
Thanks!
Dang it seems so fun! It got a lot more complicated. Are you going to sell it eventually? Also I wouldn't add to many more rules, it seems great! God bless!!!!
You should have a mechanic or if you have loads of high-level cards, you get to choose a card from your hand, shuffle it into the deck and draw you could probably do this two times per game
Something like that could defo work! Or if you have a protector in hand that you can’t mathematically play (eg a level 8 when you’re on a stage 1 evolver (1+6 is obviously only 7) then you can shuffle it back in and redraw
If you do add resource type cards to the game, might I suggest the name energizers?
You could still make an evoler about rolling two 1's, Maybe call it snake eyes?
Like this idea. Low dice rolls for big results. Because probability is low and the evolver has to be a specific level, you could make for wild plays like a 2,2,2; Kill 2 protectors, draw 2 cards, add 2 to next dice roll.
at 17.13 when you attack and declare that they combine to destroy the evolver, maybe have the rule state that one is automatically destroyed as well?
that is some sick gameplay i think the game will be great as more cards release and become much more interesting! i think resources are quite well designed for being things that help with the game but dont provide you more advantage in terms of board state but looking at the gameplay and assuming that the resources are free its gonna be extremely tricky when they dont have costs and might become broken (similar to how Cosmic Treasure is a banned card in Chaos Galaxy) great to see that you tried to balance it with the sacrificing of evolvers tho! Btw speaking of Chaos Galaxy do u wish to continue the game at any point? esp since the planetary collections are only midway through production and some planets are missing it.
In my opinion both deck went to topdeck mode very early, maybe you should increase the starting hand size or add some more draws, beside that I really enjoyed this playtest, looking forward for next video.
yo if you make the mat bigger or both have playmats you can use the protecting/meatshield gimmick that if you play a protector on top of a protector you have to kill the one on top first and then you can attack the one that you wanted to protect
I recently tested the One Piece TCG with a friend because I was interested in how it played. I really like the feeling of the life cards in that game and getting an effect to your hand, I'm wondering if there can be smaller protector versions of the evolvers on the back of them that you get to hand when you loose them as more come back mechanics? Or an effect card or something instead?
Generally the biggest irk I'm having personally is a presentation thing, so can be worked out later of course but I feel like doing something with the evolves after they're defeated instead of just putting them to the bottom of the evolver pile would be good because it gives better feedback that you've lost in my opinion when your level 5 is KO'd! Obviously the easiest solution is just their own discard pile but I was just wondering if there was an interesting design space there to do something with them? But it is probably too much if so, so I understand probably not doing it, I just wanted to suggest something out there because it is a really fun project I'm enjoying following!
23:44
Why you don't get the death ability if you sacrifice it? That just sounds like antisynergy and it is less fun
Play test 1 You could balance your game that protectors get damage when it attacks an other protector and evolver so you have a skill part when to attack have your evolver the option to attack as well or that have evolver an card on the back that you can play so when it dies it becomes a resource have a flash mechanic protector or resource cards
Bro if you have multiple cards that interact with the dice roll it would make the game really cool 😎. Just a suggestion 😅
This’ll definitely happen!
One idea that i had would be fusions (guess where i got the idea), so if you get 2 specific protectors to the field, you can combine them with a rescource card to make another protector thats even stronger
Well, fusion monsters would allow him to add more cool creatures to the decks lol.
Early MTG had wonky cards like “Shahrazad”, although I am not sure if that was a particularly fun card.
What if he adds a resource card like: “Kill all protectors. You draw a card. Then, each player summons 5 fusion monsters at random from the Black Hole to their field.” The Black Hole is an extra deck but is communal and both players have access to it.
We can potentially also call it a nebula. Like the “Life Nebula” or the “Chaos Nebula”. It could also be called a Biolab to stick with the theme of evolution.
Perhaps this can be an alternate game mode if it actually works and is fun.
Maybe an ability where one attack can kill multiple layers of the evolvers. If the attack is 300 it could kill a level 1 evolver with 100 and a level two with 200 for example so you can kill two with one attack
Gameplayed looked promising, but it seemed to fiddle out in the end. Either that was the decks fault or the game was missing some card draw.
You should add an undead evolver group thats level 4 evolver shuffles your discard pile into your deck.
Can you make a event,where fans can sent their ideas (drawings) for new characters on cards,it would be really funny
I definitely plan on doing a ‘design a card contest!’ I did one once a year for Chaos Galaxy TCg and it was a lot of fun!
Im sure youve got loads of ideas and must enjoy character design but you could run a competion for people to design creatures...? Could then use their drawings as placeholder images until you have tie to redraw them
How are you planning on dealing with problem cards that may be made in the future?
Would you do it like Yu-Gi-Oh! And have a semi-limeted, limited, and Ban list?
Or would you do it like Pokémon with Set rotation?
Or will you come up with your own solution?
I could be wrong(new here) but I think his other tcg has a yugio style ban list so I imagine that. I also think it makes more sense. He isn’t going to be able to bring out cards in the same way bigger companies are, and I think for a smaller tcg that’s so community focused it makes sense for players to be always able to any card they have from any set.
looking through a thesaurus for a name based on the search phrase "evolver"...I think EmergeTCG would be a dope name!
for the level 5 protector that takes control, maybe a resource card that can redirect attacks? so in case they attack into a seperate protector (or even if there was an ability to attack your evolver directly), you could redirect the attack to the level 5 and have a chance to use the ability...I know this doesn't get around kill effects, but something to think about
So far the game is looking solid mechanically!
Oooh that’s interesting to redirect stuff to a higher evolver stage - will play around with it for sure!
@@ChaosGalaxyTCG a couple people talking about it in the comment section too, about utilizing left over dice nodes for stuff, some people saying to draw cards (my example was spending two dice nodes, once per turn, to draw 1 card) or someone else said, which I really like as well, that the cost of resource cards should be unused dice nodes. So if you roll lets say 3, on a lvl 2 Evolver, you have 5...you play a lvl 2 protector, you have 3 unused dice nodes that last til the start of your next turn (before you roll) to spend on resource cards
Dievolutions perhaps?
So it’s die + evolutions, as in they evolve when they get killed and die as in a singular dice.
@@leafjuggernaut7816 as the name of the game? Maybe?
The only thing would be once it's starts going, we might have to change "kill" as the KO word, and we might not be able to use "Dievolution" cause of "Die" being in the name