I'm honestly not a huge fan of the stronghold and settlements having a centralized health pool, and would much prefer a system where you have to destroy three separate settlements. It would be more in line with the original card wars "destroy everything" vision and could add a greater sense of tension/loss if when a settlement is destroyed you lose an effect that's associated with it. In order to counter balance for players in the lead from snowballing, you could also add a ruined form for each settlement once it's destroyed. Ruined settlements would no longer count as a win condition to destroy (and in my mind couldn't be destroyed) and would offer an alternative effect that would help with counter offense. Either way, it's coming along great and so far this has been my only major gripe. I look forward to seeing what you come up with and keep up the good work!
Idea for a doors card: Resolving Door - A spell that can make any fight end in your favor, but the defeated card goes back into the opponent's hand instead of the discard pile
The stronghold idea is neat but I think it would be better as either a card class or a different game mode with entirely different rule sets, since it greatly messes with the balance of the cards already made and kind of pigeonholes you in the creation of future cards.
It actually doesn't make a massive impact on balancing, as this has been accounted for and considered. There has been a couple of major card reworks, but admittedly the game was missing an additional objective, since only destroying your opponents leads to the "Most aggressive" player winning almost exclusively. Our card creation process has been almost identical since this addition and has not limited us in any way. If you haven't played it with the new rules give it a shot!
On paper that sounds to me like a way to discourage offensive playstyles. If the win condition is something that can't defend itself, what's to stop the game from turning into one of pure attrition? Think of it like having a game of chess, but you have 4 kings in the board that aren't allowed to capture or even move.
That's only once you've released and you have a ton of players. People like getting more powerful more than they like getting less powerful. that's pretty much it
For shatter, I feel like it could be like having glass on the ground, sharp and something that would hurt if you step on. What if this was like, next time an enemy attacks or walks onto the space they take a bit of damage or maybe the unit is infected with the crystal or something.
The closest thing to the version of cars wards I had in my head I’ve ever found after tons and tons of serching was a game called cards and castles, there’s also a sequels though I’m less familiar with it. But it also hade a castle as a win condition so when I made my own physical version of card wars with a friend a couple of years back I ripped that idea from the there
Hear me out, what if there were certain cards that gave you a buff depending on stronghold HP (maybe as an ability of the strongholds themselves?). For example, in order to help stop a losing player from just getting snowballed, below 50% health they get a small passive bonus, and at 1/4th or less they get a more critical buff. Maybe some strongholds/cards have the opposite effect, and they encourage you to keep it at high HP thresholds to get buffs. Some players might be trying to take as little damage as possible, while others might take the approach of "as long as the number is above 0 I can still win".
I'm loving all these updates - sad that I went through all of them in order and now there are no more :( But I subbed so I guess I got that going for me.
once again i come to preach that corn should not be the aggresive element, it should be the construct dependant element. also it would be cool if you couls have adventure time skins for the strongholds, like finn and jake house, the candy kingdom, ice king mountain, etc, mostly for esthetic reasons
What if for the crystal cards they have two different types of carda they drop. Crystal chips when they take dmg, and crystal shards on death. Maybe the chips can act as items or resources and the shards are the main value. Like combining shards with a number of chips do a thing. Or you could use shards to combine creatures while chips buff their stats? Or chips act like bricks to build new structures and shards can revive dead creatures?
Pokemon TGC works with a point system. How about allocating points to structures (either for staying on board or being destroyed) and set a maximum for a win?
You guys ever tried making something, and not recorded it since it’s so obscure that (surely) you wouldn’t need to worry about it, and then somehow someone posts a video doing THAT EXACT THING and it gets 1.8 million views? That’s how I’m feeling about this right now.
Why not just have the stronghold stretch across all 4 lands on the back of the game board, then it cant be defended from 1 or 3 lanes. Structures in a lane though could maybe stop damage to the stronghold from that lane until the structure is gone.
When you say that you can only have 3 structures now, Does that mean 3 structures ever? Or only at the start of the game? I know it's probably not important But I seem to recall structures in deck were still a thing.
YO! I found your channel yesterday and just wanted to say this is awesome! what a great series and project. Can't wait for the final release. Keep up the good work!
Couldn’t you just have each player have a certain amount of Health the opponent tried to deplete, similar to Magic or Yu-Gi-Oh? Wouldn’t need a whole new game mode/component and basically works similar to a stronghold without having to rework a lot of things like Doors. Also still not over it become not show accurate 😒
That's not the problem with the game . The problem is punishing the attacker too much , you give the defending player a lot more control and options than he should. It's the same problem with MTG. WAKE UP
I'm honestly not a huge fan of the stronghold and settlements having a centralized health pool, and would much prefer a system where you have to destroy three separate settlements. It would be more in line with the original card wars "destroy everything" vision and could add a greater sense of tension/loss if when a settlement is destroyed you lose an effect that's associated with it. In order to counter balance for players in the lead from snowballing, you could also add a ruined form for each settlement once it's destroyed. Ruined settlements would no longer count as a win condition to destroy (and in my mind couldn't be destroyed) and would offer an alternative effect that would help with counter offense. Either way, it's coming along great and so far this has been my only major gripe. I look forward to seeing what you come up with and keep up the good work!
Great input, thank you for your support!
Radlands has something like this and it's a really fun mechanic
She card on my wars till I flooped
She waring on my flooped till i card.
Carding my wars rn
*Extremely Loud Buzzer*
The Rule 34s of this are going to be weird
You came from the yugioh community I already know. MBT does those all the time
I cant be the only one that just now realised his pfp is a lil pink guy in a hole and not a pink guy with weird hair
Strictly ambiguous, the inside rim of the hole could be a shadow on the back wall.
That’s our goat Holeberto
Man his name Is Bigholes
@@gabrielepoli9140 I know, suddenly it makes sense hahaha
Corn kickers should've been called "Harvest"
Or Reavers
Idea for a doors card:
Resolving Door - A spell that can make any fight end in your favor, but the defeated card goes back into the opponent's hand instead of the discard pile
so just a bounce like in mtg?
@@nevinmyers1245 Sorta
did you mean revolving?
@@archerthecreeperkiller636 Nah it was a pun on revolving, because it Resolves the fight
The stronghold idea is neat but I think it would be better as either a card class or a different game mode with entirely different rule sets, since it greatly messes with the balance of the cards already made and kind of pigeonholes you in the creation of future cards.
It actually doesn't make a massive impact on balancing, as this has been accounted for and considered. There has been a couple of major card reworks, but admittedly the game was missing an additional objective, since only destroying your opponents leads to the "Most aggressive" player winning almost exclusively. Our card creation process has been almost identical since this addition and has not limited us in any way. If you haven't played it with the new rules give it a shot!
Me and my friend would sometimes entertain ourselves by looking at a map of Australia and just pointing to all the funny place names
why not just have the win condition be specifically be "destroy all opponent structures," instead of everything?
I'm guessing just because of show accuracy
On paper that sounds to me like a way to discourage offensive playstyles. If the win condition is something that can't defend itself, what's to stop the game from turning into one of pure attrition?
Think of it like having a game of chess, but you have 4 kings in the board that aren't allowed to capture or even move.
So why respawning settlements over just making the stronghold span all the lanes simultaneously?
Always buff the weak points never nerf unless necessary is the normal saying I hear among game devs more experienced than me
That's only once you've released and you have a ton of players. People like getting more powerful more than they like getting less powerful. that's pretty much it
i think that is morso for complex competitive games where players spend a long time mastering a character, like fighting games
For shatter, I feel like it could be like having glass on the ground, sharp and something that would hurt if you step on. What if this was like, next time an enemy attacks or walks onto the space they take a bit of damage or maybe the unit is infected with the crystal or something.
yes! multiple game modes is a great idea!
The closest thing to the version of cars wards I had in my head I’ve ever found after tons and tons of serching was a game called cards and castles, there’s also a sequels though I’m less familiar with it. But it also hade a castle as a win condition so when I made my own physical version of card wars with a friend a couple of years back I ripped that idea from the there
5:55 I think this encapsulates the randomness of the game so far
loving this series so far but the point 6 font on the cards ruins my eyes
In a war straight up carding it haha and by carding i mean well my beemis
Hear me out, what if there were certain cards that gave you a buff depending on stronghold HP (maybe as an ability of the strongholds themselves?). For example, in order to help stop a losing player from just getting snowballed, below 50% health they get a small passive bonus, and at 1/4th or less they get a more critical buff. Maybe some strongholds/cards have the opposite effect, and they encourage you to keep it at high HP thresholds to get buffs. Some players might be trying to take as little damage as possible, while others might take the approach of "as long as the number is above 0 I can still win".
I'm loving all these updates - sad that I went through all of them in order and now there are no more :(
But I subbed so I guess I got that going for me.
6:27 "RETURN THE SLAB!"
Btw, isn't there a Card Wars match in the BMO Distant Lands episode between Mr. M and Y5?
yeah but they dont show much of it
@@infebris true
yay new episode!!!
once again i come to preach that corn should not be the aggresive element, it should be the construct dependant element.
also it would be cool if you couls have adventure time skins for the strongholds, like finn and jake house, the candy kingdom, ice king mountain, etc, mostly for esthetic reasons
At this point the play style is already set in stone. I doubt they'd wipe every card clean and start from scratch.
What if for the crystal cards they have two different types of carda they drop. Crystal chips when they take dmg, and crystal shards on death. Maybe the chips can act as items or resources and the shards are the main value.
Like combining shards with a number of chips do a thing. Or you could use shards to combine creatures while chips buff their stats? Or chips act like bricks to build new structures and shards can revive dead creatures?
I WANT IT NOW DAMNIT
chicken sandwich
So are we changing the name to FloopWars or what
Love from a Spice8Rack and Vaush fan!
Pokemon TGC works with a point system. How about allocating points to structures (either for staying on board or being destroyed) and set a maximum for a win?
Ward Cars
Great video 👍
How I imagined the game ending was simmular to jugi-jo
You guys ever tried making something, and not recorded it since it’s so obscure that (surely) you wouldn’t need to worry about it, and then somehow someone posts a video doing THAT EXACT THING and it gets 1.8 million views? That’s how I’m feeling about this right now.
One day he will run out of intro clips
Why not just have the stronghold stretch across all 4 lands on the back of the game board, then it cant be defended from 1 or 3 lanes. Structures in a lane though could maybe stop damage to the stronghold from that lane until the structure is gone.
I've just realised that you've just made clash royale.
3:44 This part confuses and concerns me. Does this mean I can't place down any structure cards from my deck anymore?
Is there any plans to support four player battles, as seen in one of the reference episodes?
yes we will!
globulin is my favorite type of protein
Busk!
When you say that you can only have 3 structures now,
Does that mean 3 structures ever?
Or only at the start of the game?
I know it's probably not important
But I seem to recall structures in deck were still a thing.
I think he meant simultaneously. As it looked like 1 per citadel/settlement, and there are 3 of those.
Gotta make it a mobile phone game
Wish I could sub twice
I subscribed , how do I download and play the game though??
when will the gam be on the steam store cause that's the only place I can play it
One issue i have with this, is that it makes the 4th lane kinda irrelevant for winning
From my experience a land without a structure is preferable for staging attacks since there's nothing to leave undefended.
Yes, más cosas :D
How much is table top simulator?
Very exciting!
I JUST GOT THE GAME, AN HOUR AGO,
WHAT THE HECK!?!? ;? ;
Let's go
how about one moving castle if they happen to be static.
Like Tony Hawk's Moving Castle?
YO! I found your channel yesterday and just wanted to say this is awesome! what a great series and project. Can't wait for the final release. Keep up the good work!
Can this game be on mobile pls
awesome
Is the game free??
Yo for 20 bucks I'll screenshot every card to make a list
Couldn’t you just have each player have a certain amount of Health the opponent tried to deplete, similar to Magic or Yu-Gi-Oh? Wouldn’t need a whole new game mode/component and basically works similar to a stronghold without having to rework a lot of things like Doors.
Also still not over it become not show accurate 😒
please make a mobile version
Yooo 1 min gang
kapan on mobile
That's not the problem with the game .
The problem is punishing the attacker too much , you give the defending player a lot more control and options than he should.
It's the same problem with MTG.
WAKE UP
Code this in unreal I beg
YOOOO
Is it for mobile phone?
🙃
I was here before the announcement
But does this hurt the cat?
im sitting here not understanding a shit, hope u get done
If you get sued I will buy you a lawyer (this is a joke I am broke)
The volume of you voice is too low almost can't hear you
it’s a problem on your side
turn your volume up
a mobile version
Love the channel
@BigHoles can u gift me table top sim . i dont got money