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.
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.
@@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.
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.
@@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
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.
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.
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'
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
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.
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
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.
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 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.
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
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
I really hope that you expand on the corn element next, that way the people (me included) who loved watching Jake play the game, are able to replicate his insane ranting about how the game is supposed to go when things go bad for him.
I don't know what to say ... is fun to play, the flavour and theme of the cards is amazing and still you were able to create a new way to synergize cards togheter in a fun and very fitting way!
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
"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.
@@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.
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.
for balancing mixed element decks if they get out of hand you could employ something similar to what hearthstone did with the deathknight class. You make cards that require at least to have some X amount of lands of a certain type, and/or some Y of another type. This way, you can potentially make a powerful card that can only be included in decks with 4 doors for example, without worries of it being too op in a mixed deck
Placing doors onto the field was a great idea. Your slow and steady progress with this game is incredible to watch some days will be faster than others but that's okay especially now that you've started making the actual elements. The ups and downs in IT or game development are at weird times compared to other fields so never doubt yourself and keep making progress towards your goals.
I’m super okay and even excited by the idea that each land type adds its own set of bad cards to your deck when ever you choose them or at least has a chance of adding them. It’s a lot of fun trying to figure out how to use bad cards and the start scope of power level in card in the play test has been a lot of fun. I’d even be okay with really annoying ones like cards that you have to play if they’re in your hand or are chaotic and can do things you don’t want them too etc
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.)
For crystals, it could be nice to have effects that kill and reanimate other creatures to trigger their death effects, or ways to grant extra death effects to your creatures.
It would be really funny and cool if there was a door car that was like a guy with Battering Ram destroying a door. Do you remember that Fairy Oddparents episode on which the parents keep destroying their kids door and saying "I respect your privacy by knocking but asserting my authority by coming in anyway"? You could call the card "the Knock Knocker".
The doors element could focus on adjacency and teleportation while the lizard element focuses on teleportation and aggression. There are only so many aspects to the strategy of gameplay, some elements are going to have to diversify their focus or overlap with others. You might have one element that’s purely aggressive, while another element is a hybrid between aggressive and economic for example. Each aspect of the game shouldn’t be exclusively focused into a single element. You could even have an idea of primary/secondary attributes for each element. Element A and B could both have a focus on economy and adjacency, but element A prioritizes the economic side while element B prioritizes the adjacency side of things. You could say from a design/development standpoint each element has a primary focus, in the case of element A it would be the economy, and a secondary focus, in A’s case adjacency. And any elements that only have one focus would just have that as their primary and secondary effects. Going off the doors, their primary focus is on adjacency with a secondary focus on teleportation, and because teleporting is only a secondary part of the element, it involves the use of doorways instead of unrestricted teleportation, which would be more teleporting than an element with no focus on it would have.
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)
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.
Your approach to the land balance reminds me of Radlands, where stronger lands give you a smaller starting hand (and vice versa). They even have a land that just self destructs at the start but gives you a lot of starting cards as compensation
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 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.
@@BigHoles for balancing mixed element decks if they get out of hand you could employ something similar to what hearthstone did with the deathknight class. You make cards that require at least to have some X amount of lands of a certain type, and/or some Y of another type. This way, you can potentially make a powerful card that can only be included in decks with 4 doors for example, without worries of it being too op in a mixed deckfor balancing mixed element decks if they get out of hand you could employ something similar to what hearthstone did with the deathknight class. You make cards that require at least to have some X amount of lands of a certain type, and/or some Y of another type. This way, you can potentially make a powerful card that can only be included in decks with 4 doors for example, without worries of it being too op in a mixed deck
Cool stuff, we had a similar thing to adding doors in our game where we were pigeonholing ourselves by not having enough mechanics so we added minions to our game (same sort of "token" type card idea)
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!
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
I think there could be a spell for the corn deck called “reap what you sow” which could do something like giving you a good number of little creatures that exist for the turn or some some such.
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
Im really starting to like this now. I was worried for a bit that it wasnt going to be overcomplicated enough. Cause i feel like a certain constant level of confusion over whats going on, feels like a key part of card wars.
I love to see this become a real game, I check in on this guy's video for a few mins to see and confirm that, yup! he's doing a great job of making this into a REAL GAME and not some wish knock, I horking love adventure time.
This is amazing! I was worried while watching it that doors would overpower the game but I love the idea that they are just one of the many elements and each element has it's own unique abilities!
A deck set i would be interested in seeing made into a full item would be blacksmiths. Which would focus on defensively protecting their land cards to forge spell and equip cards right to their hand regardless of the players hand. But in turn would be balanced around their units being more passive walls then offensive fights, long as they lack material to craft offenses with
To ensure two elements done account for each other’s weaknesses, use a rock paper scissors style design! E.g. door village sures up corn, corn sures up marsh, marsh sures up a 4th land, and the 4th land sures up door village
I feel like the idea of the door element focusing on ,,adjancenty'' is GOOD, you just need OTHER elements to synergize with it. Like imagine a card with a *really* powerful effect, but it only works on adjacent tiles, so in order to get the most value out of it, you run a door element land instead of a copy of that element. Door would basically be a support element, that doesn't define anything by itself, but supports other elements greatly.
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.
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.
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).
this is really interesting the hinge butterfly and hingemouth kinda fill the role of troop carrier and you normally only see those in real time strategy games
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.
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.
Will all the elements have different routes as-far-as win conditions; because, if so adding an economy element to the doors might be a good thing to look into. Maybe something like opening and closing. As of right now it seems like doors would be an early game deck and if you make an econ route for the deck it would be easy to add some cards that are very high cost and reward you for patience and playing the "long-game". I wouldn't make it a 1-for-1 trade something like, "while this door is closed or flooped gain one gold for each door you have flooped" I think with the ease that the player seems to have with placing doors this would be too powerful. Instead maybe make it a percentage based effect.
one of the elements should be super porp like in that one Susan episode, Deep Purple! the flavor of the element is using a universal but simple spell ("porp syrup") to activate effects on creatures with the text: addicted. you would get porp syrup by structures adding it to your hand. the syrup could have a simple effect like: activate all addicted cards. They could get a stat boost, add cards to your hand, summon smaller creatures, or do some crazy effect. a way the element becomes tied to the land could be some sort of give and take mentality with the structures and creatures. ie: structures need creatures to be on same land/adjacent to really pump out more porp syrup. there could also be some sort of win condition card with Pure Porp Syrup. Its inspired by the part of the episode (Deep Purple) when the porp workers merge into one mass. Playing the Pure Porp Syrup spell could cause all your addicted cards to combine stats into one large super porp creature that grows in stats every use of the regular porp syrup spell. There would be nuance in this gameplay loop of developing a porp factory with all these addicted slaves (like in the episode). Imagine a call and response between playing the syrups and your board echoing in all these different addict effects. Of course it would be a slower burn, endgame sort of element but that would play into its flavor.
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
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.
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.
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.
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.
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'
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
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 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.
I stan ding dong ditcher
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 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.
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
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
WE MUST HAVE A KERFLOGGELBOGGEL!! it can be like the geico lizard but it walks on all fours, bigger eyes, and can’t tailk
Whoever thought of the Hinge Butterfly, I love you for creating making such a fantastic creature a reality
I really hope that you expand on the corn element next, that way the people (me included) who loved watching Jake play the game, are able to replicate his insane ranting about how the game is supposed to go when things go bad for him.
Glad we’re getting some dore and I loved helping with the creative process!
I don't know what to say ... is fun to play, the flavour and theme of the cards is amazing and still you were able to create a new way to synergize cards togheter in a fun and very fitting way!
After biblaridion’s alien biospheres series, this is my most exciting series / project to watch. Amazing work, engaging videos, can’t wait to see more
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
Wizard Element
Magiculon requires his army
"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.
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.
Never change Hinge Mouth's art. It's perfect.
for balancing mixed element decks if they get out of hand you could employ something similar to what hearthstone did with the deathknight class. You make cards that require at least to have some X amount of lands of a certain type, and/or some Y of another type. This way, you can potentially make a powerful card that can only be included in decks with 4 doors for example, without worries of it being too op in a mixed deck
woah awesome designs! Im pumped to see where this project will be in a few years
This is by far my favorite yt channel atm
Placing doors onto the field was a great idea. Your slow and steady progress with this game is incredible to watch some days will be faster than others but that's okay especially now that you've started making the actual elements. The ups and downs in IT or game development are at weird times compared to other fields so never doubt yourself and keep making progress towards your goals.
I’m super okay and even excited by the idea that each land type adds its own set of bad cards to your deck when ever you choose them or at least has a chance of adding them. It’s a lot of fun trying to figure out how to use bad cards and the start scope of power level in card in the play test has been a lot of fun. I’d even be okay with really annoying ones like cards that you have to play if they’re in your hand or are chaotic and can do things you don’t want them too etc
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.)
That one SCP themed with doors will be very happy.
For crystals, it could be nice to have effects that kill and reanimate other creatures to trigger their death effects, or ways to grant extra death effects to your creatures.
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.
It would be really funny and cool if there was a door car that was like a guy with Battering Ram destroying a door. Do you remember that Fairy Oddparents episode on which the parents keep destroying their kids door and saying "I respect your privacy by knocking but asserting my authority by coming in anyway"?
You could call the card "the Knock Knocker".
The doors element could focus on adjacency and teleportation while the lizard element focuses on teleportation and aggression. There are only so many aspects to the strategy of gameplay, some elements are going to have to diversify their focus or overlap with others. You might have one element that’s purely aggressive, while another element is a hybrid between aggressive and economic for example. Each aspect of the game shouldn’t be exclusively focused into a single element. You could even have an idea of primary/secondary attributes for each element. Element A and B could both have a focus on economy and adjacency, but element A prioritizes the economic side while element B prioritizes the adjacency side of things. You could say from a design/development standpoint each element has a primary focus, in the case of element A it would be the economy, and a secondary focus, in A’s case adjacency. And any elements that only have one focus would just have that as their primary and secondary effects.
Going off the doors, their primary focus is on adjacency with a secondary focus on teleportation, and because teleporting is only a secondary part of the element, it involves the use of doorways instead of unrestricted teleportation, which would be more teleporting than an element with no focus on it would have.
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)
Love the name "Ding Dong Ditcher" ❤
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.
Your approach to the land balance reminds me of Radlands, where stronger lands give you a smaller starting hand (and vice versa). They even have a land that just self destructs at the start but gives you a lot of starting cards as compensation
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.
Technical analysis, card theory, and a threat on my personal PC! Great video Holes!
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.
Make an orphan element and have it focus on generating a bunch of orphans the sacrificing them to summon demons
this is unhinged
Fitrst!!!
beat you
Man I couldn't even actually get first
No, *I* was first!
@@BigHoles at least you tried, it's ok
@@BigHoles for balancing mixed element decks if they get out of hand you could employ something similar to what hearthstone did with the deathknight class. You make cards that require at least to have some X amount of lands of a certain type, and/or some Y of another type. This way, you can potentially make a powerful card that can only be included in decks with 4 doors for example, without worries of it being too op in a mixed deckfor balancing mixed element decks if they get out of hand you could employ something similar to what hearthstone did with the deathknight class. You make cards that require at least to have some X amount of lands of a certain type, and/or some Y of another type. This way, you can potentially make a powerful card that can only be included in decks with 4 doors for example, without worries of it being too op in a mixed deck
Cool stuff, we had a similar thing to adding doors in our game where we were pigeonholing ourselves by not having enough mechanics so we added minions to our game (same sort of "token" type card idea)
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!
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
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!
i just wanted to say that this game you are making is a dream come true to me. thank you very mutch for making this game
I think there could be a spell for the corn deck called “reap what you sow” which could do something like giving you a good number of little creatures that exist for the turn or some some such.
I love how consistent you are with uploads like I can always expect a new update and that just makes my day :)
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
I am in love with the card ideas so far for doors. Hinge butterfly is wonderfully creative, and the doormatory is a lovely play on words.
Im really starting to like this now. I was worried for a bit that it wasnt going to be overcomplicated enough. Cause i feel like a certain constant level of confusion over whats going on, feels like a key part of card wars.
I love to see this become a real game, I check in on this guy's video for a few mins to see and confirm that, yup! he's doing a great job of making this into a REAL GAME and not some wish knock, I horking love adventure time.
This is amazing! I was worried while watching it that doors would overpower the game but I love the idea that they are just one of the many elements and each element has it's own unique abilities!
i was hesitant about the out cards at first but wow they work incredibly well, just starting you off with synergies is a lot of fun
I like where this is going so far! looking good.
A deck set i would be interested in seeing made into a full item would be blacksmiths. Which would focus on defensively protecting their land cards to forge spell and equip cards right to their hand regardless of the players hand. But in turn would be balanced around their units being more passive walls then offensive fights, long as they lack material to craft offenses with
Tysm, I’ve been waiting for someone to do it for YEARS
The only thing keeping me alive
5:41 As someone who was a fan of Undercards and Old Old Chess Battle Advanced, this is incredubky cool!
Would a card called "Door to Door Salesman" work as a worker card for the Door element meant for economy usage be a good idea?
To ensure two elements done account for each other’s weaknesses, use a rock paper scissors style design! E.g. door village sures up corn, corn sures up marsh, marsh sures up a 4th land, and the 4th land sures up door village
I feel like the idea of the door element focusing on ,,adjancenty'' is GOOD, you just need OTHER elements to synergize with it.
Like imagine a card with a *really* powerful effect, but it only works on adjacent tiles, so in order to get the most value out of it, you run a door element land instead of a copy of that element.
Door would basically be a support element, that doesn't define anything by itself, but supports other elements greatly.
THIS IS EVERYTHING IVE BEEN WAITING FOR! I LOVE NON-TRADITIONAL ELEMENTS AND UNIQUE FACTION AESTHETICS! DOORS FOR THE WIN!
man this reminds me of rob and unforgotten realms, i love seeing creativy like this
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.
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.
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 :)
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).
this is really interesting the hinge butterfly and hingemouth kinda fill the role of troop carrier and you normally only see those in real time strategy games
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.
Big holes video. Good time to be alive.
The puns are just perfect
one cool card for adjacency archetype could be a combo piece that makes "All lands are considered adjacent to one another"
foaming at the mouth and screaming with glee
Yesss... strategy overviews! This is the stuff that I live for, keep 'em coming, please!
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.
This is intense and *I LOVE IT!!!!!*
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.
Will all the elements have different routes as-far-as win conditions; because, if so adding an economy element to the doors might be a good thing to look into. Maybe something like opening and closing. As of right now it seems like doors would be an early game deck and if you make an econ route for the deck it would be easy to add some cards that are very high cost and reward you for patience and playing the "long-game". I wouldn't make it a 1-for-1 trade something like, "while this door is closed or flooped gain one gold for each door you have flooped" I think with the ease that the player seems to have with placing doors this would be too powerful. Instead maybe make it a percentage based effect.
holy crap this is looking really cool!
one of the elements should be super porp like in that one Susan episode, Deep Purple! the flavor of the element is using a universal but simple spell ("porp syrup") to activate effects on creatures with the text: addicted. you would get porp syrup by structures adding it to your hand. the syrup could have a simple effect like: activate all addicted cards. They could get a stat boost, add cards to your hand, summon smaller creatures, or do some crazy effect.
a way the element becomes tied to the land could be some sort of give and take mentality with the structures and creatures. ie: structures need creatures to be on same land/adjacent to really pump out more porp syrup. there could also be some sort of win condition card with Pure Porp Syrup. Its inspired by the part of the episode (Deep Purple) when the porp workers merge into one mass. Playing the Pure Porp Syrup spell could cause all your addicted cards to combine stats into one large super porp creature that grows in stats every use of the regular porp syrup spell.
There would be nuance in this gameplay loop of developing a porp factory with all these addicted slaves (like in the episode). Imagine a call and response between playing the syrups and your board echoing in all these different addict effects. Of course it would be a slower burn, endgame sort of element but that would play into its flavor.
oops wrong video
Doormongerer: can attack diagonal areas if there is a door present in that area (destroys that door upon attack)
My suggestions for elements would be
Coins
Swords
John (every card is just some turtle named John)
Pillows
Red (opposite of blue)
Mirrors
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.
Adjacency is "something the other games don't have."
The link mechanic in Yu-Gi-Oh: "Am I a joke to you?"
I can't wait for the Acumen and Torpor elements, I want to see you in suffer trying to work out how they will work :)
I will be buying the 'in the flesh' version. Can't wait.
Bone type land would be so cool to see!
"Door forest?" You must mean the Doorest of Fores
Great video 👍
This is super exciting!
this game is amazing
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