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Feedback on a Sci-fi ccg (WIP)

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Nande
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Joined: 11/20/2014

Hey guys

wall of text incoming

I just wanted to drop by and fish for some feedback on CCG i've been working on for a few weeks on and off.

SKIP THIS UNLESS YOU WANT SOME STORY HOW THIS CAME TO BE :)

The back story behind all of this would be that I've been working on a Sci-fi game idea for quite a while as well with a player driven economy
(EvE online and Terraria was a big inspiration, think of it as a what Terraria is to Minecraft, and This game would be to EvE Online, funky, fast paced etc).
So one day I decided to play Final Fantasy 7 again, and quickly ran into the card game in there again, and thought it would be neat to have a Card game inside
that sci-fi game I've been working on, which drew inspiration from the player base and what happened in the universe to develop the card game further.
Wont go much more onto details on that game idea, but you get the drift I hope.

START HERE IF YOU SKIPPED :)

This is my first try on making any type of card game and i'm heavily inspired by M:tG, so have that in mind.
It's another Sci-fi CCG, wooh. :o

What I need is feedback, on everything. Pitfalls, bad design, concerns, bad wording etc etc, anything you can come up with really.
A concern I have myself is if having resources being vulnerable to attacks
is a bad idea, since it can snowball pretty fast once enough damage is on the board to destroy one.

I'll do a short breakdown on how the game would be played, if you want more details, check out the WIP Rule Book.
Goal is to destroy your opponents Space station aka the player. It has 30 hull(life).
Units have three stats, Attack, Shield and Hull.
Shields regenerate at the end of each turn.

The different card types:
Ship http://i62.tinypic.com/2r5agxf.jpg
Drone http://i57.tinypic.com/2r6cnma.jpg
Building http://i60.tinypic.com/2ilk8zk.jpg
Condition http://i58.tinypic.com/16hrgqe.jpg
Resource Base http://i59.tinypic.com/2d9y6gw.jpg
Instant http://i62.tinypic.com/dbseqe.jpg
Ability http://i59.tinypic.com/10oodww.jpg
Alliance http://i57.tinypic.com/2qi42ub.jpg
Commander (sub type) http://i61.tinypic.com/a46jyr.jpg
Character http://i62.tinypic.com/282ffye.jpg

Note on Alliance cards, you only use ONE per round you play.

Resources, where your resource units/buildings go, same for Buildings and the Buildings zone.
The twist if you will with the resource mechanic is that atm there's two types of resources which is Metal and AP. M used to construct your units.
You may sell this metal, by marking your RB(Resource base) at the end of your turn, meaning it grants you AP(it's temporary name for now)
on your next turn instead of M(metal).
AP is mainly used to pay for Character, Instant, Condition and Ability cards with a few exceptions, look at it as money.

We got three different 'Battlefields' where you will face your opponents units in battle.
Construction site, is where your new units will spawn in, or rather, get constructed which takes a turn.

Quote
Units in your front field, may attack your opponents front field or Space station.
Ships in your Co-op field may attack your opponents Flank field, buildings and units that are being constructed.
Ships in the Flank field may attack the resource base field and the Co-op field.
^ La rule book.

The reason for more then one battlefield is my RTS gamer background to blame, I want some movement (warp mechanic here) and some means to attack and
defend your resources, which hopefully results in more depths and complexity. We'll see how that pans out.

Board
http://i60.tinypic.com/2w6v1nc.jpg

Once you're out on a battlefield, attacking may begin, you may attack units straight on, or try and surpass them
and target what ever is behind them, Space station if you're in the Front battlefield as an example.
Defending attacks may only be done if one of two conditions are met, your unit has Intercept, or your opponent
is attacking your Space station, Resource Base or any Building.
If the latter is met, you may defend your ie space station and battle that unit. If your opponent attacks one of your
units, you may only defend it if another unit has intercept, and take the original targets place instead and battle the opponents unit.
Both units deal damage at the same time.

I think that might be enough as an OP. Questions are happily answered, and i'll show some more cards later on.
Think I've got about 100 different cards atm and it's growing.
I have only done LIMITED testing with 2 decks I've printed out, and that was with only the one 'Front' battlefield, so it's really Alpha
when we tested it, not even the complete deal if you know what I mean.

Sample of some of the early Ship alpha/beta cards I printed way back. http://i57.tinypic.com/rrkzr8.jpg
Some editing have been done on them since then.

Rule book.
https://docs.google.com/document/d/1gNXuirBC-vWLZIdCJNZurInRwNtvONjQ3FzG...

Keywords.
https://docs.google.com/document/d/1Klfu8HXRt2lSFCnw78qNxTuJVd2Ft2D6kqGc...

Disclamer, I don't own the ART, it's borrowed until if this project takes of the ground at any point!

Aight, thanks for me!

Nande
Offline
Joined: 11/20/2014
Got some cards for you guys

Got some cards for you guys and some explanations of what this set focuses on and some combos.
So in this first picture of cards you'll see some of the basic mechanics in the game, mobility via Microwarp and Intercept and the use
of Rapid when combined with other cards or just the Abilities the card has itself ie White Plauge which has Microwarp and Rapid.

http://i57.tinypic.com/ezojed.jpg

The set will also be focusing on Characters and how they can impact your Ships, although i've shown you guys some more complex
Ships, there are still vanilla ships on all spectrum's of the scale where Characters shines even more.

These three Characters all focus on different ways to build a deck where Zel is the might be both longterm and shortterm Char, Akasha
will be a longterm investment where you would want to protect that Char/ship for as long as possible since you lose all your counters
once she dies. Lastly Lani, which grants your ship mobility via Microwarp.

Same goes for the three ships as well, Scimitar allows you to build up a massive powerhouse to hammer down your opponent eventually
since you can stack three chars on it, The Jabou could be used to stack utility Chars on it and then just Disrupt heavy hitters until you
can overrun it. Lastly Yung which is just a big ramper to your economy where you can add some utility chars to make sure it stays valid longer.

http://i61.tinypic.com/10neulj.jpg

So this second picture we have some Abilities, Instants and Conditions.
Since we can attack units and not just the opponents Space station I figured at least one card which allows you save
yourself when you're out of interceptors is Against all odds.
Since Characters are a pretty big deal, we also want to be able to keep them in play for as long as possible which lead
me to Evacuate, just a good card in general but makes sure that you think twice about your Ships loaded with characters.
Plan B combines nicely in two ways, defending big attacks where you're not ready for them and with units that have Rapid,
aka allows you to attack at that turn with them.
And to stay on the char and mobility focus we got From Within and Leena, two condition cards that affects ships in different ways.
Shield Transfer used seemed cool to me so wanted to show it of ^_^
Also, if you check the first examples of every card type out up there, we learned that Conditions can target a number of different
things and Meteor shower shows just that. And to me it plays nicely with the mobility theme, where you might want to get out of that
Battlefield with your low Shield/hull units.

Also want to note that I've changed Commanders from a Ship into a Character which makes more sense and adds to the character focus as well.

NOTE
If you got any ideas for the game in general or card ideas just spew them here, i'm checking this and other forums out on a daily basis.
Use the keyword list if you like or make up your own ability.

I'm happy with any feedback, ideas or tips, thanks! :)

Zag24
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Joined: 03/02/2014
I'm not a fan of CCG's, so I

I'm not a fan of CCG's, so I don't have any game feedback for you. I did have two side points to make:

1. I love your artwork. I wish I could make something a quarter as good for the steampunk game I'm working on.

2. "White Plauge"? Is that supposed to be plague, as in disease? Since I don't see any spelling mistakes in your text, I doubt you'd have any on a card, but Plauge doesn't sound like anything I'm familiar with. So, even if it was intentional, I'd change it.

kos
Offline
Joined: 01/17/2011
Comments

Firstly, welcome to the forums and to game design. Making a game is an exciting challenge which tests both your creativity and your determination to see it through.

My general comment after reading the rules is to be wary of taking a popular game and adding complexity to it. One of the key rules of board game design is to remove complexity until you have the simplest possible game it can be without losing the essence of the game -- that is the point where it is the best it can be. When you add complexity you're probably adding things back in which the designers of the other game have deliberately removed as a result of thousands of hours of playtesting.

You have some nice ideas which could distinguish your game from MtG. I'd recommend building on these as the core of your game and see what else can be removed. Anything you do to move away from MtG would probably be a good thing, in order to avoid the perception of being a MtG clone.

For example, the multiple battlefields and the need to defend both your space station and your resources has potential to be cool. You said you playtested with just the central field. You're right about the potential to snowball once resources get attacked, so try it out. Maybe there's some way to build in a negative feedback loop or other mechanism to stop the snowball. You'll also need to think about how to stop the game grinding to a halt if both players destroy all of the opposing resources. Don't worry about the rest of the details until you test out your core mechanics. As lewpuls posted here recently (http://www.bgdf.com/node/15420), "Fail faster". Try something. When it doesn't work (which is pretty much guaranteed on the first time around), modify it and try it again. Repeat as fast as possible, rather than spending time fine-tuning other aspects of the game.

In the vein of common pitfalls: I'd be wary of giving hit points to your ships. Is there some other way you can achieve the gameplay element you want? There's a reason why MtG and most other CCG's don't have persistent hit points: Bookkeeping is not fun. Any time spent bookkeeping is time not spent on the fun bits of the game.

Even the hit points on your space station: Can you change the mechanic so that you don't have to keep score separately? E.g. trash cards from your deck and/or hand when you take damage.

Finally: Have fun!

Regards,
kos

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