For the dice stealing mechanic, you could have it so that when a player steals a die roll, they receive the steal counter which means they can’t steal anymore. When the other player eventually steals, the counter will move to them and the first player will be able to steal again. This makes it so that players can play differently depending on where the steal counter is, and it could bring back the excitement from rolling a high number.
Random ideas: To determine the starting player, both players should roll the dice, the player with the lower number goes first but they have to use the number they rolled and the second player chooses if they want to keep their roll or reroll. Players gain strikes for each pip they use on their turn, there can be cards that give benefits to the player with the lower strike amount. Dice don't have numbers 1, 2, 3, 4, 5, 6, instead, it's 1/6, 2/5, 3/4, 4/3, 5/2, 6/1. The first number is the protector value and is used to pay for protectors. The second number is the effector value and is used to pay for effectors. The evolvor bonus can be given to only one of the 2. Idk
What about this? 1. Cards don’t have levels, but roll requirements. A card that requires a 1 is just as good as a 6. Weaker cards could use a range of rolls, like 1, 2, or 3. The luck isn’t based on high roll anymore but specific rolls. 2. Playing a card uses the dice for the turn. So if a card cost 1 and you roll a 1, you can spend that dice to play that card. It’s not a total amount to spend, but a specific roll. 3. Leveling up your evolver gets you more dice to roll at the beginning of your turn, up to 5. 4. Late game cards could require multiple dice requirements, like a straight, full house, or add to 10. Early game cards could also have late game effects that you can spend the dice on. I think this would be a lot more balanced and easier to design around. You could make “archetypes” based on roll requirement types. Regardless I look forward to seeing how this game evolves!
Just recently, I've been designing some cards on Photoshop, some are just collectible trading cards, and some are part of a game. Maybe someday soon, I might try my best to create a proper physical Machination TCG, which is currently on hiatus.
A fun idea could be giving Protectors triggered abilities on a specific die result from your starting die roll. I'm thinking similar to how buildings trigger in the board game Machi Koro. It could help incentivize not just rolling the highest number each turn (i.e. "On Starting Roll 2 - Kill an opponents Protector"; "On Starting Roll 1 - Resurrect a Protector from your discard"). Love the idea of discarding cards for resources!
I think one issue you might see in practice with D6 rolls. It's kinda easy to fudge a D6 roll by setting the number you want to the side, then dumping it out of your hand so the dice spins only 90 degrees, and the number out wanted lands face up. This means you'll need dice cups or more preferably dice towers if you want to prevent that. If you can ask your opponent to reroll because you feel they didn't roll it hard enough to randomize, people will start requesting that whenever the opponent gets a 6, which becomes a form of cheating in itself.
Another dice option would be to use modified d6 with two 1s, 2s and 3s. Where each player combines their roll with the last player's roll.And the first player would roll twice.
For the rolls to add risk reward, if you roll the same number as the last player it counts as roll plus one. For example foe rolls 4. Instead of keeping 4 u roll and get a 4 it counts as 5
14:57 Idea. You can steal & roll. So, first player only rolls once, and uses that. Second player rolls, but uses both results. Then Third turn rolls and uses that & Second player's roll.
Looking good so far, the evolvers have a very Digimon vibe with the 5 stage evolution from baby to Godzilla which I love. One lesson I learned from my own TCG that I think is good to keep in mind early is how each game mechanic will either affect the game in an offensive way or a defensive way and how important the balance is (it was helpful for me anyway). If the offense is too strong then one player winds up steamrolling, but if the defensive mechanics are too dominant then it's easy to accidentally end up in a stalemate where both players are making little to no progress towards finishing a game. The only way to understand what role each mechanic play is to do more and more playtesting which can be a bit of a grind😅 A couple things I will say about the constant dice rolling is that once you've got someone on the other side of the table it might be more apparent whether or not they are creating random advantages for one side. They also have the potential to slow the game down since you can't necessarily plan your turns in advance since you won't know how many points you've got to play with until you've started your turn. Not trying to throw off your groove, just thought I'd share an extra view. I'm liking the progressive series though. Keep up the good work and enjoy the process. 👍
I still think my snake eye's idea is worth trying. Basically, your evolver and protectors with the snake eyes type would have powerful effects that you can only access if you roll 2 ones.
I still want my Ridley evolver ANYWAY So one of my favorite tcgs is called Shards of Infinity. It's a game where players use cards that act as money to kill other players gods. So protectors could cost money to use, and money could be their own card, and you could buy effectors that also act as money (like shards of Infinity). let's say you have $5 but a protector you want to play cost $6, but you could draw a dollar and play that protector. If you dont have enough money to play a protector, then your turn is skipped. This would make weaker cards more valuable and make decks more interesting cause they would be much more valuable for early game. Not only cause it's one of my favorite tcgs, but I think this idea would be really good for the game. if your confused, then look up shards of Infinity and that'll hopefully make you less confused
I absolutely agree with you on the points about the stealling dice roll mechanics! It sounds fun and balanced on paper, but in reality, I feel like it keeps the game just as dependant on dice rolls and keeps all associated problems with it as a system, while also discentivising rolling, and the core mechanic working against its self like that sounds pretty crap.
Dang bro, love this, I'm almost 2 years into my personal card game project and you keep inspiring me, I haven't posted anything on my channel yet but I plan on it this weekend, My tcg is called Infinite Reach
It's nice to see someone mention Duel Masters especially as fanmade DM online tournamment with cash prize just got announced. The best TCG for my taste!
First thoughts re: dice. Each player rolls their die at the start of turn, and adds that number to opponents previous roll. Requires recosting cards to allow for the bigger resource pool, but I think it would alleviate some of the issues that popped up. - Always roll once, so remembering the if steal>roll twice part. - First player gets the benefit of going first, but with less resources. A common trope in CCGs, but this is built in without worrying about a first player turn difference. - Keeps the lucky roll fun but stays balanced
I want to be as confident as this man some day. I want to scream from the rooftops that I am both a nerd and a loser! And I am enjoying that thank you very much!
I've thought of a way of combining the dice rule you liked with the "Dice Stealing" idea: The rule that you liked was "If you roll a 1, roll again and add 1 to that roll;" what if you changed that to: "Roll the die; if it's less than the roll your opponent made last turn, roll again and add that to your first roll." More or less the same as what it originally was, since rolling a 1 is (practically) guaranteed to be less than your opponent's roll, but the extra roll would trigger more often and have the dynamic the Dice Steal idea was going for of letting you benefit from your opponent's good luck. Of course, you'd need to specify what roll to check since your opponent could roll twice on their turn, and would need to provide some sort of extra roll for the player going first (but then again, maybe it would be better to leave the first roll of the game limited to mitigate first turn advantage).
Bro i had this question from the start of devlog 1, will it be ok to use your older characters that u already have used in a other game? However i love where this is going.
You have to clarify the turn order. Do you draw or roll first? Because if you draw a high level protector you would rather use your potential rerolls for the ressource roll for example. Also you might not forget to draw or roll that oftern if the order is more clear. Also for lingering effects like the protector that comes back if you roll a 1, maybe think of a way to make that more visible, like you did with the dice on the Dice Phantom. Same thing with the available ressource. Placing your initial roll on the board to visualize is a start, but there are so many ways to add ressource, that a six sided dice might not be the best option to visualize. Since you didn't address a board yet, it might be cool to include a scale from 0 to 20 or something about that like a scoreboard, where you can just place a small token on your current amount of ressource. This should also help tracking your ressource if you want to sequence your summons and attacks in a different way than just playing all protectors and then attacking. Further probably think about cost for the effectors, as they seem to be pretty difficult to balance at the moment. They could also use up ressouce. If they don't, this could lead to a situation where nobody cares about available ressource, as effectors are the best way to play anyway (e.g. playing protectors for free).
IDEA: The ability to SACRIFICE protectors. You can sacrifice a protector on your turn, and it's level gets added to your roll. This makes it easier to turn quantity into quality, or vice versa. Example: Not enough protectors? Sacrifice a level 5 protector to be able to play an extra level 2 and 3 protector. If you don't add it, I'll implement it into my own TCG as I love this idea!
Need a play tester? This looks like a fun way to do a quick 2 player competitive game with more replayability. Going into the Elemental mechanic could be interesting but I'd keep it really simple due to the amount of Mechanics already in place. Maybe a Rock Paper Scissors ish relationship. Looking at your Evolvers already you seem to run a theme already that I think could be interesting: " Blast, Beast, and Blade" Blast like your boom evolvers revolve around ranged or combustible attacks, Beast evolvers self explanatory but use primal attacks, either basic teeth, claws, spikes, etc. and Blade something that relies on melee weapons that are more actual weapons. not sure if it would make more sense for this mechanic to go into the evolvers or the supporters.
Yess! So either next episode or ep 6 I’ll be getting another person involved for a playtest! But further down the line I’ll definitely be doing some online testing which is so exciting! And agreed, I definitely don’t want the elements to play a massive part in the gameplay but just create some nice synergy between strategies!
So far I think the art looks much cleaner than Chaos Galaxy! I’d recommend adding more backdrops to the art, as CG lacks that. You don’t even have to do a full detailed background, just some kind of colored pattern that compliments the main subject
How did you put your artwork on a computer ? Because im creating my owwn tcg and i am doing my artwork in person but am confused of how to put them on a device😁😜
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.
Possible mechanic idea to make first turn more straight forward? When game starts, both player's use their dice to decide who goes first or second. Then, whoever goes first can choose to use the best (or worse) dice roll that started the game off as their roll for turn 1, which then applies for the opponent's 1st turn. Idk, fun idea for making the first turn have some thought and strategy as you start the game.
I actually really like this! Getting a high roll on the first turn seems to give a huge advantage so that actually would be a nice way to solve it and make the ‘roll to see who goes first’ actually integral to gameplay, thanks!
I had a new gameplay idea that makes lower level evolvers more relevant and rewarding to play, so the idea is that when you have two evolers on the field you could combine their levels together and create a new evoler with it. Example I have two 2 cost evolers on my board, in my hand I have a 4 cost evoler. I could take both of the 2 cost and put them in the used pile/ discard pile and then summon my 4 cost from my hand.
Not sure if you still have the stealing dice mechanics but I think a good way to preserve this is to create instant abilities that can copy the previous dice roll or to implement “when you roll” mechanics so the player doesn’t feel punished for rolling when not needed.
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.
Hmmm ever think about drawing up to 5 at the beginning of one's turn? It can avoid top decking effect cards that you could use against an opponent turn and can remove the issue of basically having no cards at times
You should make either evolvers work like classes where you can only use certain cards with it or make it so that cards rely or have a big incentive to use certain evolvers. Cause right now every deck will just play the same evolver that would be considered best.
It has always been a dream of mine to be a game designer but here is an idea if you stick with the element theme have stage cards that give you a once per turn bonus depending on if your evolver is the same element. I’m also noticing that the game looks like mtg but plays like one piece tcg
Yes definitely giving elements synergy with Evolvers that match works super well! I actually don’t know the rules of One Piece tcg, I’ll check it out - thanks!
I feel like the stealing of the dice has to have some kind of drawback, cause what's stopping a 6 being rolled turn 1 and both players just stealing over and over again. Maybe if more cards interacted with the resource dice it would promote less/more stealing based on the deck's strategy and make for some interesting gameplay. Like the effector that killed protectors has to re-roll the resource die and it changes the resources you have open on your turn.
I think since the protectors have levels some kind of "extra deck" would be fun, where there are monsters that get summoned similar to xyz and synchros in yugioh. That would fix the problem of when you only have low lv protectors in your hand late game, you can turn them into something more powerful
Also it should be easier to remove continuous effectors with card effects. They seem pretty annoying if you know you cant remove them and get a lot of advantage
The thing I don’t like about the second play test is that you can play the highest level cards on the first turn, I feel like there is a middle game and an end game in this version, and no beginning
Not entirely related I suppose, but do you have a focus group (maybe family or friends) who could play test your iterations and give you some feedback? Your process of doing this playtests is incredibly good, just wondered if you could get some more immediate and effective feedback on each version of the game. Lots of people have said it, but doesn't hurt to say it again. Love the series, look forward to whenever next episode lands. Thanks for your hard work, bud.
Definitely!! In the next 2 episodes I am to get a 2nd player involved - some fellow TCGers and I also want to test the game on non-tcg people and make sure they can understand it easily! I just want to make sure I have some basic rules outlined to myself first, and I think from this episode I’m definitely at that stage now!
i think letting you save a roll then reroll could be interesting, you could get 1 free saved, and/or could save again but it wound maybe cost 1 extra recourse point or protector on field each use. (only 1 saved roll per player at a time though)
I have a question, if one player roll six isn't that gonna be repeatedly used by both player? This will lead to no luck statue. Idk u have already found a way to get through that. But still enjoyed 😊
What do you think of having so kind of mulligan system like in magic. Or maybe something similar to pokemon where you have to have a hand where you can play. So if you start with an unplayable hand, you have to shuffle and redraw your hand.
So my original plan was upload every other Monday - however this meant I really needed to rush things out so it’s currently every 3 weeks on a Monday - but I’m looking into getting a video editor to help out and I can go back to my original schedule plan!
I love this series and have been watching from the beginning but I really wish you would consider doing shorter videos (and possibly more regular updates). It’s not easy for me to squeeze a 40 minute video into my day. I believe it would help the algorithm push your videos as well.
Thanks!! Yeah it’s the playtests tbh, the key updates and content last like 10 mins but then a 20 minute playtest on the end really whacks up the runtime - the next few videos should be shorter as I can rush through the playtesting a bit more now :)
hey man ive been watching your videos for a bit and I'm really interested in making a card game, I have no idea where to start, I have nothing set and I just wanted some advice, where do you think I should start. i kinda wanna make it so that its more of a strategy type game like yu gi oh or magic but like the commander side of magic idk to be honest.
For the dice stealing mechanic, you could have it so that when a player steals a die roll, they receive the steal counter which means they can’t steal anymore. When the other player eventually steals, the counter will move to them and the first player will be able to steal again. This makes it so that players can play differently depending on where the steal counter is, and it could bring back the excitement from rolling a high number.
@@theunderlyinggrape8026 oooooh I like this! This is really fun idea I’m gonna have to try!!!
Part 4 of watching a nerd accomplish something so I won’t forget that I can accomplish something too
Let’s make those nerd dreams into reality! 👊👊👊
@@ChaosGalaxyTCGyes 4:51
@@ChaosGalaxyTCG I’m lazier than you in 2015, I sit around for a trillion years and do something for a day
Random ideas:
To determine the starting player, both players should roll the dice, the player with the lower number goes first but they have to use the number they rolled and the second player chooses if they want to keep their roll or reroll.
Players gain strikes for each pip they use on their turn, there can be cards that give benefits to the player with the lower strike amount.
Dice don't have numbers 1, 2, 3, 4, 5, 6, instead, it's 1/6, 2/5, 3/4, 4/3, 5/2, 6/1. The first number is the protector value and is used to pay for protectors. The second number is the effector value and is used to pay for effectors. The evolvor bonus can be given to only one of the 2.
Idk
What about this?
1. Cards don’t have levels, but roll requirements. A card that requires a 1 is just as good as a 6. Weaker cards could use a range of rolls, like 1, 2, or 3. The luck isn’t based on high roll anymore but specific rolls.
2. Playing a card uses the dice for the turn. So if a card cost 1 and you roll a 1, you can spend that dice to play that card. It’s not a total amount to spend, but a specific roll.
3. Leveling up your evolver gets you more dice to roll at the beginning of your turn, up to 5.
4. Late game cards could require multiple dice requirements, like a straight, full house, or add to 10. Early game cards could also have late game effects that you can spend the dice on.
I think this would be a lot more balanced and easier to design around. You could make “archetypes” based on roll requirement types.
Regardless I look forward to seeing how this game evolves!
A full 3 years into my own tcg project and guess who comes back around to keep me inspired. Love to see it dude
Keep it up man!!
@ChaosGalaxyTCG I plan on it, I just need to finish the art and keep up the playtests. Still tweaking cards to this day lol
I think a cool idea for a evolver is one that is weak but it makes the lower level cards stronger by adding power to them or something like that.
That sounds good! I’m excited to make really strange themed Evolvers as I dive deeper into the game’s mechanics!
I love this series, can’t wait to see what this becomes
Thanks, me too!!
Just recently, I've been designing some cards on Photoshop, some are just collectible trading cards, and some are part of a game. Maybe someday soon, I might try my best to create a proper physical Machination TCG, which is currently on hiatus.
Awesome! Yeah it’s a slow process and defo needs pauses but hopefully you can get your game out there some day!
This is a great series, I started coming up with my own TCG
Thanks!! Good luck with your game!
KRANCHION?! In the new game?!?!
*LET'S* *GOOOOOOOOOOOOOOOOO* !!!!
(I'm somewhat enthused 😁👍‼️)
The return of the king!
I wanna say that I do enjoy watching or listening to the playtesting, despite what you may think. Keep up the good work!
A fun idea could be giving Protectors triggered abilities on a specific die result from your starting die roll. I'm thinking similar to how buildings trigger in the board game Machi Koro. It could help incentivize not just rolling the highest number each turn (i.e. "On Starting Roll 2 - Kill an opponents Protector"; "On Starting Roll 1 - Resurrect a Protector from your discard").
Love the idea of discarding cards for resources!
I think one issue you might see in practice with D6 rolls.
It's kinda easy to fudge a D6 roll by setting the number you want to the side, then dumping it out of your hand so the dice spins only 90 degrees, and the number out wanted lands face up.
This means you'll need dice cups or more preferably dice towers if you want to prevent that. If you can ask your opponent to reroll because you feel they didn't roll it hard enough to randomize, people will start requesting that whenever the opponent gets a 6, which becomes a form of cheating in itself.
Tove Janson, the creator of Moomin was a finish woman. I love her images, both in the moomin world aswell as her depiction of the hobbit.
Ah sorry I thought she was Swedish, my bad but yeah she’s a fantastic artist!
Another dice option would be to use modified d6 with two 1s, 2s and 3s. Where each player combines their roll with the last player's roll.And the first player would roll twice.
Ahh yeah this could work smoother than my first playtest in this video! Would defo consider trying it
For the rolls to add risk reward, if you roll the same number as the last player it counts as roll plus one. For example foe rolls 4. Instead of keeping 4 u roll and get a 4 it counts as 5
That could be a lot of fun!
I love your content and hearing your game testing in the background of whatever I am doing is fun!
Glad you enjoy it!
14:57 Idea. You can steal & roll. So, first player only rolls once, and uses that. Second player rolls, but uses both results. Then Third turn rolls and uses that & Second player's roll.
Yesss this could work! Might give it a quick go before next video
@@ChaosGalaxyTCG Surprised I could help! Love your videos so freaking much! You're a big inspiration rn.
Finding this series makes me so happy
8:00 A lot like one of my mechanics. Where avatars in your hand can be used to produce a resource instead of playing them.
I like the reroll ones rule the best so far
Loving the series! It was great seeing Kranchon again
this is inspiring me to go back to my own tcg, this is such an interesting series that i immediately check out when i see a new video!
Thanks!! Good luck with ya game!
Cool series! Im making my own tcg too
Awesome! Hope it goes well 🃏🃏
Looking good so far, the evolvers have a very Digimon vibe with the 5 stage evolution from baby to Godzilla which I love.
One lesson I learned from my own TCG that I think is good to keep in mind early is how each game mechanic will either affect the game in an offensive way or a defensive way and how important the balance is (it was helpful for me anyway). If the offense is too strong then one player winds up steamrolling, but if the defensive mechanics are too dominant then it's easy to accidentally end up in a stalemate where both players are making little to no progress towards finishing a game. The only way to understand what role each mechanic play is to do more and more playtesting which can be a bit of a grind😅
A couple things I will say about the constant dice rolling is that once you've got someone on the other side of the table it might be more apparent whether or not they are creating random advantages for one side. They also have the potential to slow the game down since you can't necessarily plan your turns in advance since you won't know how many points you've got to play with until you've started your turn.
Not trying to throw off your groove, just thought I'd share an extra view.
I'm liking the progressive series though. Keep up the good work and enjoy the process. 👍
i actually really enjoy the play testing, beacause you get to see what the game looks like, also its just cool to see you play.
Oh ye!!! Been waiting for this
I still think my snake eye's idea is worth trying. Basically, your evolver and protectors with the snake eyes type would have powerful effects that you can only access if you roll 2 ones.
Interesting seeing the practical application of these ideas and how different it seems on paper vs in reality
@@Beets_Creations definitely! The results are rarely what I expect!
I still want my Ridley evolver
ANYWAY
So one of my favorite tcgs is called Shards of Infinity. It's a game where players use cards that act as money to kill other players gods. So protectors could cost money to use, and money could be their own card, and you could buy effectors that also act as money (like shards of Infinity). let's say you have $5 but a protector you want to play cost $6, but you could draw a dollar and play that protector. If you dont have enough money to play a protector, then your turn is skipped. This would make weaker cards more valuable and make decks more interesting cause they would be much more valuable for early game. Not only cause it's one of my favorite tcgs, but I think this idea would be really good for the game. if your confused, then look up shards of Infinity and that'll hopefully make you less confused
I absolutely agree with you on the points about the stealling dice roll mechanics!
It sounds fun and balanced on paper, but in reality, I feel like it keeps the game just as dependant on dice rolls and keeps all associated problems with it as a system, while also discentivising rolling, and the core mechanic working against its self like that sounds pretty crap.
Biggest inspiration of another TCG mechanic is duelmasters, I can totally relate.
They just nailed it!
Cool
Dang bro, love this, I'm almost 2 years into my personal card game project and you keep inspiring me, I haven't posted anything on my channel yet but I plan on it this weekend, My tcg is called Infinite Reach
@@InfiniteReach-mk1 awesome! Defo let me know when your first vid is up, good luck with the game!
I WAS WAITING SOOOO LONG FOR PART 4 YEAAAAAAAA
You Should call it (From Scratch To Slash) Both Reprenting the fact its from scratch but also the evolving
It's nice to see someone mention Duel Masters especially as fanmade DM online tournamment with cash prize just got announced. The best TCG for my taste!
First thoughts re: dice.
Each player rolls their die at the start of turn, and adds that number to opponents previous roll.
Requires recosting cards to allow for the bigger resource pool, but I think it would alleviate some of the issues that popped up.
- Always roll once, so remembering the if steal>roll twice part.
- First player gets the benefit of going first, but with less resources. A common trope in CCGs, but this is built in without worrying about a first player turn difference.
- Keeps the lucky roll fun but stays balanced
A few people have suggested that and I think it’s a really nice idea to even the playing field! Will defo try it out :)
I want to be as confident as this man some day. I want to scream from the rooftops that I am both a nerd and a loser! And I am enjoying that thank you very much!
I've thought of a way of combining the dice rule you liked with the "Dice Stealing" idea:
The rule that you liked was "If you roll a 1, roll again and add 1 to that roll;" what if you changed that to: "Roll the die; if it's less than the roll your opponent made last turn, roll again and add that to your first roll." More or less the same as what it originally was, since rolling a 1 is (practically) guaranteed to be less than your opponent's roll, but the extra roll would trigger more often and have the dynamic the Dice Steal idea was going for of letting you benefit from your opponent's good luck.
Of course, you'd need to specify what roll to check since your opponent could roll twice on their turn, and would need to provide some sort of extra roll for the player going first (but then again, maybe it would be better to leave the first roll of the game limited to mitigate first turn advantage).
so cool to see another upload
Yo really hyped for the art, I need to start working on my own tcg again 😅
Get to it! 🫡🫡
😂
Will do
Bro i had this question from the start of devlog 1, will it be ok to use your older characters that u already have used in a other game? However i love where this is going.
Yeah I think it’s fun to re-train old characters for new games!
You have to clarify the turn order. Do you draw or roll first? Because if you draw a high level protector you would rather use your potential rerolls for the ressource roll for example. Also you might not forget to draw or roll that oftern if the order is more clear. Also for lingering effects like the protector that comes back if you roll a 1, maybe think of a way to make that more visible, like you did with the dice on the Dice Phantom. Same thing with the available ressource. Placing your initial roll on the board to visualize is a start, but there are so many ways to add ressource, that a six sided dice might not be the best option to visualize. Since you didn't address a board yet, it might be cool to include a scale from 0 to 20 or something about that like a scoreboard, where you can just place a small token on your current amount of ressource. This should also help tracking your ressource if you want to sequence your summons and attacks in a different way than just playing all protectors and then attacking. Further probably think about cost for the effectors, as they seem to be pretty difficult to balance at the moment. They could also use up ressouce. If they don't, this could lead to a situation where nobody cares about available ressource, as effectors are the best way to play anyway (e.g. playing protectors for free).
I'm making my own tcg and this series is really inspiring
Pls release a new episode I'm going crazy rewatching this video for the 5th time!!!
That’s awesome! Good luck with ya game!! And hahaha, next episode should be on Monday :)
Are you Team Dyna-Bomb 💣💣 or Team Krocean 🦈🦈 ??
Krocean, love the style
Krocean
💣
Team Krocean for sure
I dunno, i think bomb onyx looks nice 💣
IDEA: The ability to SACRIFICE protectors. You can sacrifice a protector on your turn, and it's level gets added to your roll. This makes it easier to turn quantity into quality, or vice versa. Example: Not enough protectors? Sacrifice a level 5 protector to be able to play an extra level 2 and 3 protector. If you don't add it, I'll implement it into my own TCG as I love this idea!
Need a play tester? This looks like a fun way to do a quick 2 player competitive game with more replayability. Going into the Elemental mechanic could be interesting but I'd keep it really simple due to the amount of Mechanics already in place. Maybe a Rock Paper Scissors ish relationship. Looking at your Evolvers already you seem to run a theme already that I think could be interesting: " Blast, Beast, and Blade" Blast like your boom evolvers revolve around ranged or combustible attacks, Beast evolvers self explanatory but use primal attacks, either basic teeth, claws, spikes, etc. and Blade something that relies on melee weapons that are more actual weapons. not sure if it would make more sense for this mechanic to go into the evolvers or the supporters.
Yess! So either next episode or ep 6 I’ll be getting another person involved for a playtest! But further down the line I’ll definitely be doing some online testing which is so exciting! And agreed, I definitely don’t want the elements to play a massive part in the gameplay but just create some nice synergy between strategies!
@@ChaosGalaxyTCG That's super exciting! Can't wait to see more!!
You should make an ability to discard for some extra resources so I could combo with discard decks
I'm rn making a card game too :D it's a fantasy dungeon one
Awesome! Good luck with the game!
@@ChaosGalaxyTCG ty!
Let’s gooo, ep4 🔥
I love your nerd game!
I waited so much for this
So far I think the art looks much cleaner than Chaos Galaxy! I’d recommend adding more backdrops to the art, as CG lacks that. You don’t even have to do a full detailed background, just some kind of colored pattern that compliments the main subject
Yes backdrops will definitely come in later - I’m thinking an almost watercolour background to contrast the bold, stamp-like art!
How did you put your artwork on a computer ? Because im creating my owwn tcg and i am doing my artwork in person but am confused of how to put them on a device😁😜
Was waiting for this :D
Something to help playtesting could be making a version on tabletop simulator to have multiple people to test instead of just you by yourself.
Yess! I definitely want to put early stages of the game online to test with the community once it’s at a more actually designed stage!
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.
Possible mechanic idea to make first turn more straight forward?
When game starts, both player's use their dice to decide who goes first or second. Then, whoever goes first can choose to use the best (or worse) dice roll that started the game off as their roll for turn 1, which then applies for the opponent's 1st turn. Idk, fun idea for making the first turn have some thought and strategy as you start the game.
I actually really like this! Getting a high roll on the first turn seems to give a huge advantage so that actually would be a nice way to solve it and make the ‘roll to see who goes first’ actually integral to gameplay, thanks!
@@ChaosGalaxyTCG no worries, happy to contribute. Loving the series:)
I hope your project comes true
I had a new gameplay idea that makes lower level evolvers more relevant and rewarding to play, so the idea is that when you have two evolers on the field you could combine their levels together and create a new evoler with it. Example I have two 2 cost evolers on my board, in my hand I have a 4 cost evoler. I could take both of the 2 cost and put them in the used pile/ discard pile and then summon my 4 cost from my hand.
Sorry for the super long text but I wanted to have an example with it. Also love the content keep up the great work 👍👍👍
Not sure if you still have the stealing dice mechanics but I think a good way to preserve this is to create instant abilities that can copy the previous dice roll or to implement “when you roll” mechanics so the player doesn’t feel punished for rolling when not needed.
The dice mechanic part of the video is so complex. 😅😅😅 But the game looks fun and the art is so cool Zach
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.
Legendary Nerd ZACK! 4 Mana 4/4!
Tap to Rock!
Hmmm ever think about drawing up to 5 at the beginning of one's turn? It can avoid top decking effect cards that you could use against an opponent turn and can remove the issue of basically having no cards at times
It would be cool to see a puppeter card where you could control another card or a card where it just shows japanese lore
You should allow one Mulligan each game and make spells you can cast during opponents turn you should also add cards you can equip to other cards
Isn't that just Magic the Gathering?
Instants and equipment?
@@Benusr most TCG‘s have at least one of these
@@teolatham6746 MTG has all 3...
4:50 Can we get access to that template by any chance?
You should make either evolvers work like classes where you can only use certain cards with it or make it so that cards rely or have a big incentive to use certain evolvers. Cause right now every deck will just play the same evolver that would be considered best.
It has always been a dream of mine to be a game designer but here is an idea if you stick with the element theme have stage cards that give you a once per turn bonus depending on if your evolver is the same element. I’m also noticing that the game looks like mtg but plays like one piece tcg
Yes definitely giving elements synergy with Evolvers that match works super well! I actually don’t know the rules of One Piece tcg, I’ll check it out - thanks!
I feel like the stealing of the dice has to have some kind of drawback, cause what's stopping a 6 being rolled turn 1 and both players just stealing over and over again. Maybe if more cards interacted with the resource dice it would promote less/more stealing based on the deck's strategy and make for some interesting gameplay. Like the effector that killed protectors has to re-roll the resource die and it changes the resources you have open on your turn.
Let's go new elements
You are God
😇😇😇
I was the first like and comment
I think since the protectors have levels some kind of "extra deck" would be fun, where there are monsters that get summoned similar to xyz and synchros in yugioh. That would fix the problem of when you only have low lv protectors in your hand late game, you can turn them into something more powerful
Also it should be easier to remove continuous effectors with card effects. They seem pretty annoying if you know you cant remove them and get a lot of advantage
Pls add a fire based evolver! :D
I think the dyna-bombs would be fire type! Definitely think some sort of high phoenix or fire warriors down the line would be cool though!
@@ChaosGalaxyTCG ooooh nice!
Yay dule masters mention!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
It was so ahead of its time!!
@@ChaosGalaxyTCG I agreee.
Cant believe im in the first 3k to watch this! Zach needs more respect!
Speedy!
The thing I don’t like about the second play test is that you can play the highest level cards on the first turn, I feel like there is a middle game and an end game in this version, and no beginning
Not entirely related I suppose, but do you have a focus group (maybe family or friends) who could play test your iterations and give you some feedback? Your process of doing this playtests is incredibly good, just wondered if you could get some more immediate and effective feedback on each version of the game. Lots of people have said it, but doesn't hurt to say it again. Love the series, look forward to whenever next episode lands. Thanks for your hard work, bud.
Definitely!! In the next 2 episodes I am to get a 2nd player involved - some fellow TCGers and I also want to test the game on non-tcg people and make sure they can understand it easily! I just want to make sure I have some basic rules outlined to myself first, and I think from this episode I’m definitely at that stage now!
i think letting you save a roll then reroll could be interesting, you could get 1 free saved, and/or could save again but it wound maybe cost 1 extra recourse point or protector on field each use. (only 1 saved roll per player at a time though)
Honestly there should be cards that can take advantage of the discard pile.
I have a question, if one player roll six isn't that gonna be repeatedly used by both player? This will lead to no luck statue. Idk u have already found a way to get through that. But still enjoyed 😊
in a bajillion years, it would be so cool if people discover every version of Kranchon and think its some kind of generational creature
Hahaha the aliens will be so confuseed
Snuck in the most controversial opinion on planet Earth in the inspo break, LOL!!
"The original Narnia map, which was pretty basic to be honest!!"
What do you think of having so kind of mulligan system like in magic. Or maybe something similar to pokemon where you have to have a hand where you can play. So if you start with an unplayable hand, you have to shuffle and redraw your hand.
Just wondering what days you plan on uploading as I’m hooked already ☺️
So my original plan was upload every other Monday - however this meant I really needed to rush things out so it’s currently every 3 weeks on a Monday - but I’m looking into getting a video editor to help out and I can go back to my original schedule plan!
Maby a land system with mana that would give you d4 of said mana
What app/software do you use to design and make the cards
Adobe Illustrator
Have to say im not usually into tcgs but ill definitely be buying this when if it comes out! Btw how do you plan on selling?
solution 4 is good
I'd honestly be up for longer episodes so you don't have to split your thought process and the playtests between videos
I would too, the editing just takes so long and I don’t want to draw it out so I leave a full month or so between uploads!
I love this series and have been watching from the beginning but I really wish you would consider doing shorter videos (and possibly more regular updates). It’s not easy for me to squeeze a 40 minute video into my day.
I believe it would help the algorithm push your videos as well.
Thanks!! Yeah it’s the playtests tbh, the key updates and content last like 10 mins but then a 20 minute playtest on the end really whacks up the runtime - the next few videos should be shorter as I can rush through the playtesting a bit more now :)
hey man ive been watching your videos for a bit and I'm really interested in making a card game, I have no idea where to start, I have nothing set and I just wanted some advice, where do you think I should start. i kinda wanna make it so that its more of a strategy type game like yu gi oh or magic but like the commander side of magic idk to be honest.
Zack I'm begging you please go with the resource discard system it's so much better 😭
What software do you use?
I use Adobe photoshop to edit my art and illustrator to make my card templates!
@@ChaosGalaxyTCG thank you
Question my man! How can I send you a pack from my TCG? You got a PO box or something?
I have probably like 2000 hand drawn cards for my game monkeys, my issue is, how do i produce it?
Water 💧 good