The Weirdest Card Game Creatures
Вставка
- Опубліковано 28 вер 2024
- Devlog 08
Playtest
steamcommunity...
Twitch
/ bigholes
Discord
/ discord
Memberships
/ @bigholes
Thank you for watching! If you want to support us- check out our UA-cam Memberships!
Members livestreams on Saturdays @ 4pm cst
Live on twitch Sundays Mondays Wednesdays and Thursdays @ 4pm cst
If this video is popular I will try to get another one out as soon as possible- We will likely be transitioning away from gaming content on UA-cam, however we will continue to stream as usual for the foreseeable future. You should stop by!
Not everything suggested, or created for the BigHoles CardWars project, is going to be added to the game. If we decide to use your idea, suggestion or artwork- it will be communicated and credited to the original creator. Any public post intended as a suggestion or contribution to the game, the original creator no longer has exclusive rights to that idea.
Original Music by Simon Marchant.
#BigHoles #episode2 #adventuretime #cardwars #adventuretimefanart #jakethedog #finnthehuman #devlog #gamedev #gamedeveloper #cartoonnetwork #tabletop #adventure #time #whatif #analysis #breakdown #adventuretimefanart #indiegamedev #cardwars #cardgame #boardgame #newgame #playtest
This element needs a creature called the "knobgoblin" simply because the name "knobgoblin" is too good to miss out on
this statement is factual
Would be a better name than 'ding-dong-ditcher.' Maybe the DDD would be a better name for a creature that forces enemies to pass through a door to a location of their choice, forcing movement as they ring the doorbell to lure their opponent into answering the door.
I need this to happen
Shorten it to knoblin
@anthonycannet1305 No, it's... it's "knobgoblin," you know, like, "hobgoblin?"
Was dissapointed not to see everyone's favourite and totally inspired and original oc, Globulon.
Globulin will be doing something much cooler very soon!
@@BigHoles Globulin card
New door card idea, Schrödinger’s catflap. You can only play it once you have two doors in play. It then occupies both locations simultaneously until you decide to use it or it gets attacked at which point you have to decide which of the two locations it occupies.
Dooroboros. Once played destroys all doors on the field for both players. Gains +3 health for every door destroyed.
@@gremlech2846Interesting and possibly serves the a somewhat similar purpose the Pig would in game. To counter an element but be useless in situations where that element isn’t in play but would otherwise be useless is what the Pig does basically. While Dooroboros probably needs to be a snake other than Ouroboros as it doesn’t perpetuate itself in some fashion.
@@gremlech2846It could possibly destroy adjacent doors every turn but it creates a door where it left when it moves into another space. That seems more self perpetuating than the previous idea but it probably is busted.
@@gremlech2846 ok inscryption
The unwelcome mat. No enemies can travel via teleportation or doors to lanes that this building occupies.
the existence of BigHoles implies the existence of SmallHoles
SmallHoles is what they used to call me in college
@@greenkitty1 untill the bigholemaker knocked....
@@davidjohansson4556With a Big fucking gun.
This certainly needs a robot element, something similar to crystal maybe? With the shatter and sacrifice things But focusing on building defenses, armor and shields. Also having a particular weakness that can skip their defences
Edit: also this robot element could have a mechanic called "locks" "Firewall" or "paswords" as spells that could merge with the door element stuff.
Upgrades, people. Upgrades!
Cards that can fuse together like megaton. And equitable parts
waterproofing hasn't been invented yet.
whether that's water or ice or vomit, waterproofing hasn't been invented yet.
Could make it similar to hearthstone’s “magnetic” where you can combine the stats of two robots into one stronger creature
maybe a ''scraps'' gimmick could work, like each time a bot dies you get a scraps card and when you have like 3 scraps you can use those to summon another basic bot, obviosly i'd make most robot creatures relatively weak to balance such a gimmick, this may mean you are defending by using bots as 'meat shields'
8:36 Okay two VERY important things to note about how fighting games stay balanced.
#1: Universal Mechanics. When a game has strong universal mechanics, it helps keep the options open so you dont get stuck in no-win scenarios until we get into high level play, and even then, you can usually prevent them from happening. There will be characters that benefit from Universal mechanics more than others, but generally having universal defense/offense options help keep things well rounded. For a card game, this could be hard to do since your only option is to use stuff you have in your deck, so try to be careful. Maybe the worker placement/economy stuff can be where you can add a bit more counterplay but you might also run the risk of needing to use the economy in order to survive at a high level. Though to be honest, at a high level, I assume the economy would either be required or completely ignored regardless so theres alot of planning to do here
#2: Characters can be balanced for different skill levels. If Im new to a fighting game, I might struggle against a character with really big buttons that dont require execution but then find out this character is actually bad at high level play because the work arounds are really easy. This is actually really common in alot of competitive online games with huge casts so if you hear a character is 'top tier', theres actually good odds that it wont matter to you as a beginner since what makes them good is likely related to high-execution or really optimized play; not beginner level 'im just hitting buttons.
There for sure needs to be a "Lards" element. You know, like the Sea Lards, Space Lards, Greed Lards, Wolf Lards, Angler Lards, and other such "iconic" names from the series. The element could revolve around generic "Lard" cards that transform into different special lard types. You could even do something like having a super strong lard creature that, when played, turns all of the other Lards into useless "Crud lards" or something.
Lard of Greed
I do love the idea of modular deck building. The game Card Hunter is an interesting exploration of that. It’s a D&D style deck builder where your characters’ decks are determined by their gear, with each piece of gear adding cards to their deck. It has a similar philosophy where some gear puts 6 ok cards, while another may be 4 ok cards, 1 amazing card, and 1 actively bad card. It’s interesting and makes me think of deck construction in ways I haven’t had to before.
The crystal element could have on death abilities that create smaller cards that have minor or corner case uses. Then have other crystal cards that care about having a lot of stuff on the field. I feel like a crystal */* sized creature (where * = amount of crystal cards are on the field) would be fun. Crystal cards could even care about your opponent's crystal cards too.
I second this idea. Maybe there's a nesting doll situation where tier 3 cards shatter into 2 of the tier 2 cards, which each shatter into tier 1 cards. Balance it by making this behaviour random and making it so crystal element cards cannot be revived
Wizard Element
Magiculon requires his army
I feel a good mechanic for lands would be that opponents can eventually attack and destroy lands. Meanwhile you can only cast spells in lanes that contain your active lands (might not work with certain spells). All creatures could be blooped to return a destroyed land. However since a creature becomes exhausted when moving into an occupied row this isn't easy. This means that you don't lose when you have no creatures but instead when you have no creatures or lands, since you can't continue the battle. This also adds uses to the pig and bald man. Being better able to attack lands and wander into adjacent lanes without being exhausted would be incredibly valuable.
In the show, we see a creature destroy an adjacent land. Since he is making a show-accurate game, he will likely add this at some point.
Absolutely love the direction you went with doors! You have a real penchant for putting together interesting and creative mechanics, and this peek at the first real element has me feeling very confident about what the rest of this game will have in store
This is so creative and awesome, I'm really happy with how this game is developing so far. It's almost like you're making all of the right choices
Great concepts here man! I think corn should be next though, as it is the most well known element in Card Wars. Has more work done for you.
"The First Playable Element?"
"How Is A Card Game Different From A Trading Card Game?"
"What Makes A Card Game Memorable?"
"What Makes CardWars Actually Different"
"The First Card Game With Doors"
"The Weirdest Card Game Creatures"
Just pick a title, man.
its fine, relax lol
@@mr.niceguy9394 No, it's not. The first title was fine, and made sense. There is no need to change it FOUR other times.
Edit: He's changed it 5 times now.
Creature Suggestion: Ding-dong Ditch Digger.
You can floop it to search your deck for a Ding-dong Ditcher and put it into your discard pile. Shuffle your deck afterwards.
Flavor Text: Ask not for whom the doorbell tolls; it tolls for thee.
(No idea if this is balanced but the idea made me chuckle. Loving the project and look into game development.)
I feel like you need the four elements seen in the universe of the show: Candy, slime, fire and ice. And maybe Lumps too?? I feel like these are key to the show and would fit well.
Honestly some elements having similar general focus but different applications seems in line with canon too. So Doors>Lizard Holes matching fits
Corn and Wheat seem like one of those kinds of elemental compliments too, as does potentially Acumen and Learning, or who knows maybe some other combo too.
Lizard holes could be focused on more permanent land modifications too, creating passages between spots that let maybe even ALL units access things through the hole.
Naturally the "hole connection" would probably need to be a touch different from Adjacency, maybe even letting units attack through holes directly instead or some kinda hole network nonsense. With the downside being that you cannot exclusively make use of the holes (but you ofc have better comboes with them)
I really hope the majority of the cards created so far can fit into these element types. Or maybe the ones that don't fit can be a neutral type that can be accessed by any element, or can be shuffled into each of the element decks (to a limit).
Yu-Gi-Oh! Does have elements about adjacency and columns, specially since the introduction of Link Monsters, but its ultimately something that except for very particular interactions, like "Infinite Impermanence", it doesn't matter all that much. That said, it was an element that was introduced fairly late in the game, instead of being something conceived from the start, so you have a better chance at giving it its own niche.
Doors look pretty neat
When it comes to overlapping mechanics with different sorts of themes in card games, it's never that much of a problem to have just one or two cards with a somewhat adjacent mechanic to another card type/theme, especially if some reference to that other type is present.
New door card (probably) "Door Maniac". he has the ability to create a door whenever at the cost of his movement and can choose to disengage from a fight by traveling through a door without the need to create one to escape at the cost of his movement. so he can either choose to make a door anywhere at the cost of his movement OR run away at the cost of his movement but not both in one turn. he also has the added bonus of not destroying doors when he travels through them.
I would like to see a zombie based deck in the future. Using the graveyard as a resource is my favorite gimmick in most card games i play.
Are you planning to use the actual four elements Candy, Slime, Ice and Fire, from the lore? If so, what would their strategies look like?
I'd imagine Candy would focus on overwhelming your opponent with many small creatures. It could have creatures that buff each other the more of them there are, or land abilities that incentivize creating massive hordes or underlings
Ice would probably be pretty defensive, focusing on limiting and de-buffing your opponent until you're eventually able to wear them down
Fire would of course favor aggressive gameplay. It could have mechanics that let you sacrifice your creatures to deal a lot of damage or make it easier to destroy your opponent's lands
And maybe Slime could have abilities and features that let you combine all your creatures into one really powerful one.
These are just some ideas off the top of my head based on what we see in the 'Elements' mini-series.
To be fair "Frozen lakes" is probably "ice" as is.
Torpor may overlap with Slime too.
I think a cool idea for an Element would be science or plushies
I like plushies, but I think I like Pillows more.
@@korodeddoman6044 they could share an element
@@korodeddoman6044 Pillow would be awesome to see since there was an entire episode about a pillow world
@@Liliana_the_ghost_catplushies are really a “subclass” of pillows imo
@@meatkirbo yep.
The only thing keeping me alive
Rotating Door; a structure card that allows you to send one enemy creature that is trying to get onto its lane roght back where it was during your reaction phase.
Im genuinely making a card game like this irl with paper index cards and a 3d printer, its so fun! Always here for the devlogs!
Love the vibes of this element. I thought of some potential card names just based on puns.
The a-door-able cat
Truth-or-door
At death’s door
The possibilities are endless!
i like the worm card designs a lot, particularly double worm. if the worm faction is expanded i would very much like to see a Doctor Worm card :)
doormant would be a banger card name for hiding something in a door
A cool card idea would be "Door with weels " for the more doors or weels debate
Erm actually its wheels not weels 🤓
Man, I’m really hoping for a solid Wizard Archetype. I feel like Wizards and Doors would synergize well with each other.
Feels like a missed opportunity to not call the Door Forest a "Dorest"
Make an orphan element and have it focus on generating a bunch of orphans the sacrificing them to summon demons
Tysm, I’ve been waiting for someone to do it for YEARS
Darn, as much as I love these logs this gotta wait til tomorrow (here in Europe it’s already 1 am)
just an idea for a single card, a Golb card that gets more/less powerful the more/less types of cards in play, because he gets defeated by harmony
maybe he is really powerful but only for a short time because every time a card of the same type as another card in play is played then he gets weak/closer to dying
Cant wait for this to finish and watch it go viral!
You should add a card that forces your opponent through one of their doors. This way you set a trap with your cards by that door and ambush them. Maybe a random door or maybe a door of your choosing.
an Idea for a element would be something similar to the goblins in MTG. just Imagine the board completely filled with small 1/1 creatures. An example for the name would be knobgoblin
Bought fuckin time bros
HEY we are doing our best
@@BigHoles k
Noice
@@BigHoleswhat a chad
Hey there, just so you know - the card game Fluxx has an official Adventure Time version, which includes a "Floop a Keeper" card:
"Discard one of your Keepers to also discard one of an opponent’s Keepers and to take a card at random from that player’s hand and add it to your own. This is called flooping. If the Keeper you discard to floop is Mr. Pig, discard ALL of the other player’s Keepers and take ALL of the cards in that player’s hand."
idk if this is useful information for anything but it's an official definition of flooping, at least for Fluxx.
Dang door forest shoulda been the doorest
Missed opportunity to put Ding Door Ditch
Upcoming spell card I imagine
The door faction already sounds like it will be my main since, as a history nerd, I have a hard-on for guerilla tactics like hit and run.
By the way, are you planning to give this game it's own legally distinct name soon? It would be nice to see this become a full fledged product.
Did you rename this video for the second time now? 😀
Also, love the idea of a Door faction
You should call some of the land cards for the door element a doorm
Big holes video. Good time to be alive.
Hey, once you're done with the project, could you releace all of the pdf's and 3d modles to the public so that people who have the resorses could make an irl version of cardwars.
Loving the series.
Will you ever except card text ideas or just card art submissions🧐
Maybe the real doors are the friends we made along the way
I remember in prior videos you were often concerned about the more complicated mechanics like worker placement and the speculative economy not fitting into the game very well but I just realized something watching this one. Would it not make sense to restrict those mechanics to a set of elements? They don't have to be locked to one element each either as you could have competing approaches to the mechanic based on the element the player is using. For example the Crystal element and say a Trader element could both interact with the market. Maybe it's too complex.
_This is just PoxNora's "Dimension Door" with extra steps._
My suggestions for elements would be
Coins
Swords
John (every card is just some turtle named John)
Pillows
Red (opposite of blue)
Mirrors
Can you add a Shazbaz card to the game? Shazbaz is a character who is on screen for like 5 seconds in the episode Jermaine
Or maybe we can have Abbadoor, the door-to-door bargaining devil, who will give you 1 money for 1 of your doors, or 1 door for 1 of your money.
Maybe it will make playing economy more interesting
So the wandering bald man and the pig could be other elements version of a door
So for now there's a placeholder tabletop simulator for this game, but I was wondering: are you planning on making this a digital game allowing for some more out there mechanics (like Hearthstone's discovery) and visuals, or a pysical tabletop game?
I kinda wish that Door Forest was called "Door-est" instead lol
I never watched adventure time it never interested me...
but i really like when people do stuff like this i am confused and i am fascinated by this card game of yours...
I think it would be cool to focus on the lizard's ability to switch places. It reminds me of boogie woogie jujutsu kaisen.
I want a gambling or luck card element.
I think having a card that can be strong or completely useless
It's very interesting and funny. Could be an RPG element,
where you roll a D20. Something like that
I have the old card wars app store game - buggy af, looking forward to this
Idea for a card:
"Portal Gun" - it's a cannon in a door.
Door knight has a warlord friend named wardrobe
Can we have Doora the Explorer?
If there is a door somewhere on the field, she tells you to find it and move it to where she is)
If you manage to make exodia like card i definitely play this
@Mr Holes, what are you using to manage all of the cards you're creating? Do you just use Adobe illustrator files for each card or something else like dextrous?
Doormammu, I’ve come to bargain
I love this develog
Sorry if I missed this. Is tabletop simulator just for play testing and you will make a separate game after you have it figured out or is the final product going to be run there? Either way love what you are doing been following since day one!
Tabletop sim is just for play testing and we will have a physical boardgame and videogame in the future, boardgame first.
Corn🌽 vs 🚪Door
Seems like your going away from what card wars was. The adventure time card wars that was on iphone and play store was the best you could ask for and so accurate to the show but i guess it would be since they made the show.
do you have plans to implement swamp, candy, or deserts as elements from the original ios games or do you plan to fill the remaining elements with new ideas?
Love from a Suris and Vaush fan!
Idk if you're taking suggestions from non-members but a Void element would be cool (one the functions similar to Colorless and Eldrazi cards in mtg)
Plants vs. Zombies Heroes has a very similar mechanic to the land (though definitely much different) of environments which you can be placed down with the games equivalent of mana it also has a system similar to the element system called classes. I suggest you look into it if you are running low on inspiration!
youtuber Foafy got a box full of card wars cards, i dont know if you've heard of him already, but maybe for some inspiration
Uhh!! Ohhh!! I got a name idea for the "door thing" place holder! How about you call it "Unhinged door"!
Ok this is just a suggestion and it’s probably too late but what if the ding dong ditcher had the ability to make your opponents teleport through their own door.
You should probably avoid adding too many token cards like the "door" or the "ding dong ditcher" because it is hard to make it not too chaotic, and fun at the same time. Example would be that the door element mirror match just looked like a totally different game than the other images that were shown, so imagine how it would be with one for every single element
Given what he described as the focus of the other 3 elements he's working on next, I do feel such a universal token thing shall be majorly Door's "Thing"
Cant really see a token being applicable for the other 3, except maybe a physical "hole" token for lizard holes.
Keep going your doing great man
Wonder when he would complete this game
not a single moment of this video was i not excited, i cant wait to see this game fully fledged out.
At this point I'm hoping you can get it licensed and actually publish this game
I’m definitely not the first to ask about this but have you played the card wars app?
Can I suggest a card that gets summoned/ is used when your opponent tries to use a door called "The Dud".
Omg risk of rain music!!!!!!!
sounds good but it just has a problem, if you keep the game digital the creation of new cards out of thin air do not create any problem, if you plan to port the game IRL having card A that after a while create card B but only if card C created card D using all of those token might became a bit complex
So is this the first card wars deck?
Pre apocalypse deck?
Richard BigHoles PhD.
cool
I stan ding dong ditcher
I think 2-element cards like in mtg would be a good idea to encourage interesting deck combinations - at least one card for every combination that requires lands of both elements to work or synergise with both - which will encourage whacky combination.
I disagree. I want deck and type combos coming from player creativity not a direct suggestion from the game itself. Having a card with two types i the game telling you they work well together. Let players discover that on their own and come up with crazy decks.
That's 120 extra cards.
@@palrastoPlayer creativity needs to be encouraged by game design. Cards that directly synergise with multiple elements would be the best encouragement. An example would be a "Door to the crystal dimension" that would need to be placed in a crystal landscape but synergise with doors
@@ShakeyBoxThey could be counted among the 40 cards for each element...
@@PizzaMineKing
If they were counted among the 40, that'd reduce the single element cards to 32~33.
My favourite part was when, after the setup with Door Forest and Stone Archway, the Hinge Butterfly said "It's Dooring time" and proceeded to move allied creatures all over the board
Cristals could work in that they can be Shattered, Cleaved or Cracked, depending on how much damage they receive or the source of what destroyed them, and the effects from their destruction would vary.
For example, you could have a "Volatile Cristal" that if Cracked (Cracked state would be receiving a certain amount of damage withouth the card dying) the card can be flooped in order to deal a large amount of damage to other cards or outright destroy lands or structures, but if instead the card is cleaved (Damaged just enough for it to die) or Shattered (Damaged with more damage than it would be necessary for it to die, or killed by an effect) the card would have no effect or even could deal damage to the player that controls it or that owns the land the card is on.
This way the cards can be high risk/high reward, with spell effects that mitigate or increase damage in order to get the effects you want, or they can have several different uses, like having a card with negative effects that can be passed to the opponents side and that if shattered would damage them.
Also I really enjoy your videos on this game, seeing the entire process is very fun and interesting.
I think a really easy way to make lands do a lot of things is have them interact with card tags or change how card tag interactions work. Lava land could buff all fire cards and give earth cards temporary fire tags or burn things or dream lands could cause intelligent creatures to hallucinate etc
i like the idea of a dream element, maybe countering smart cards and buffing dumb ones :o
as it stands there is precedence for this in the show too. "Pigs cant leave mud lands" Probably means all "grounded animals" or stuff cant leave mud lands
And whatever the hell was going on with the Maze Walker hiding in the mud.
Doormatt it's a door named Matt with little arms and legs and hair, they function as a door, but can move to other lands, including adjacent ones creating mind games