I have an idea for a board/card game and need a little feedback. Sorry if I start to ramble, the idea is incredibly incomplete at this point, but need some opinions on some of the core mechanics.
NOTE: The quantities of cards are still in the works. Just looking for feedback to the core concepts at the moment.
The idea is for a deck building game, whose core mechanic revolves around "memory-matching". This concept is generally tailored to very young audiences, but my target audience for this game is young adults maybe 16+ and anyone whose a fan of fantasy RPG's.
The idea is to create gameplay much like games like "Magic: The Gathering" and "Pokemon" where you attempt to reduce your opponents points to 0. The focus however, revolves around drawing the right cards from a 4X4 or possibly 5X5 grid of face down "element" cards. Each player will have their own deck of cards that they draw from, but in order to play those cards they must draw element cards from the face down grid. Remembering where the elements you need are, is key to playing the right cards out of your hand.
The base game would include all the the element cards. (Most likely X10 fire, water, earth, and wind) These are the cards placed face down that players take turns drawing and are a shared "resource" not exclusive to each players deck. The game would also include at least 2 custom built decks tailored to a specific play style. (Fire Mage- that utilizes mostly fire element cards and perhaps a Druid- that utilizes earth cards) I'd like to start with 2 sets for the base game, and maybe add 1 or two more during play testing for variety. Also, custom expansion and/or booster sets could become available depending on the games popularity.
Also included in the base game would be player cards that come with each deck. If you are a fire mage or druid, you have a special player card that remains face up the entire game with unique abilities printed on it to suit its play style.
Thats just some of the general information I have thought up for this concept. The main question I have here is, do you guys think that a "memory matching" concept for a battle TCG would be something that would appeal to the 16+ age audience? The card art will have an impact on the audience as well. The designs I have in mind will be more mature than "Pokemon" or "Yugioh" but less so than "Magic: The Gathering", as those images tend to be too dark for some younger audiences. Id just like to know if this game concept would appeal to anyone other than myself. (I am 28, but a little biased towards my own idea.)
Any feedback at all would be greatly appreciated. Thanks
Thanks for the honest feedback Questccg.
The game itself was planned to be a standalone game, with 2-4 Starter decks included in the box and the common element cards separate from the decks themselves. I would like it to become a TCG, with expansions and such, but I wanted the initial game to be self sufficient. All-in-one. And based on player feedback and extensive testing with prototypes before launch, figure out whether or not to make it as expansive as I imagined.
I made comparisons to "Magic and "Pokemon" but I don't intend to clone those games and try to draw in those players away from those games. I myself being a huge fan of the genre understand that fans won't abandon their favorite card games. Because I am one of those fans. I wanted to reference those games in terms of the play style, in which you try and defeat your opponents by building your deck a certain way.
I am aware of the growing market of TCGs and CCGs out there both physical and virtual, and that won't dissuade me from trying to come up with an original idea for my own. Most markets have a ton of slightly-different-clones of the same thing but that doesn't stop people from making more of the same. Albeit mine is not "groundbreaking" I think it has some potential, otherwise I wouldn't be here.
Im still doing market research as to whether the memory match model will be used in this particular game. I think its engaging, as you have to use your mind a bit to make the combinations you need work to push your strategy. Not just draw cards and play them in the right order. I've also never played a card-battle game that uses a mechanic like this so theres an element of originality as well. There may be ways to make this model more interesting thats for sure, and would be happy to hear any suggestions.
As far as art goes, I'm an artist. Freelance artist anyway. I know the time and cost of art and realize what is required in a game of 300+ base cards. Ive been in contact with a few artists to collaborate on this game already.