What if you can utilize your own burning status for something positive? Like a bear hug that deals more damage if you are burning or an ailment-shifting spell that gives one burning status card in your deck to your opponent.
Now this may be a confusing mechanic, BUT what if we give monsters taunt at the beginning of the day phase. So that when you're cycling the shop when a monster comes up it doesn't initially have taunt since it hasn't "awoken" yet.
Immense respect for Reynad man god damn, brings us viewer and future players so much joy to see you so excited and eager when you talk about the game :'D keep going man!!
Hey Reynad, the game's looking great right now! Just wanted to say to be careful with play-testing only 2 classes. My and a group of 3 had to make a game for a college class, and we ended up doing a card game. We planned on having 4 classes, but we only tested 90% of the game with 2 and that led to balance issues and headaches. We were so keen on making the testing classes have a 50/50 winrate that by the time we implemented the other classes it was basically at the point where we had to decide if those classes would be better or worse than the starting 2. We got the first 2 so balanced in isolation that adding 2 and having them all be balanced was just literally impossible. It ended up having something like a rock-paper-scissors meta and that's not really fun for anyone. Showing up and having a more than 5% statistical disadvantage adds RNG in the worst way possible. Basically what i'm saying is it's ok if Vampire has a 55% winrate vs Mage. I know it's on online card game so balancing is quick and easy to implement, just wanted to say don't sweat the numbers at this point. All it's going to do is make you question yourself and your team down the road. Especially because the decks are going to have different learning curves.
I like the Idea of the "Purgatory Zone" since it opens up more design space, examples being "If you have X cards in Purgatory, Do Y", "Add a card From Purgatory to Hand / Discard / Deck", "Remove all Cards in Purgatory". And in addition to that, it works as a "Turn History" if you can look through it.
When it comes to managing at what stage any given card can show up, one of the comments I read on another video suggested making designated stages first, then putting the cards into those stages (ie turns 1-3 is early, 4-7 mid, 8.. late). This would make it much easier to manage the library of cards (you would lose that bit of precision, but the benefits may outweigh that) and it would make the process of learning when cards appear more straightforward.
One idea I had concerning money, instead of money being persistent in your bank, was having leftover money at the end of the turn convert to a single card of that value (eg: you end turn with 3 coins and get a 3 coin card back). Not entirely sure how it would work, but it does differentiate the money system from a mana system (which persistent money sometimes approaches too much in my view). I also think that purgatory is a fine mechanic but doesn’t need to have a name or really be explained beyond the visual. Just have played cards be greyed out over the discard pile or something that makes it clear they’ll enter at the end of the turn, but are not currently in the discard pile. Trusting players to understand or discover would be fine I’d think.
Something great you can grab from mtg arena is if you play a four blue card it automatically taps four blue for you. You can tap them one by one if you want but playing the four blue card taps four blue if you have it.
Oh you are planning on implementing an "attack all" button! That's good to hear :) For the taunt monster thing...what if you did something like nightime monsters had taunt? You always know that they'll be coming and that you'll have to be prepared, but not know exactly what monster you'll get. You could even do something like if you don't clear the previous night's monster, it'll take over the rightmost place in your Bazaar and a new nighttime taunt monster will show up. It might even make good thematic sense since monsters traditionally like to only show up at night as it is.
If you're looking into preventing infinites, putting a limit on the amount of cards played sounds like a good way of going about it. You could make use of the day/night cycle that's in the current build. Every card played/ interacted with would take time and you would only have so long before the day/night would end. I think it could add some flavor too since it would reflect the time the characters are spending battling monsters or haggling for items at the market, or the time it would take to wind up a powerful spell. It would also make the constant transitions from day to night seem less static and more like trying to maximise your time scouring the markets late at night before they close. Maybe only certain spells/items have time attached to them? For example a spell may take time to learn and add to your deck but take no time to cast, or a giant axe may take no time to buy but once drawn will take time to actually use since it's so heavy.
You could always have a mechanic that stops you from going infinite. Like making the characters dizzy or disoriented ending their turn if the deck is shuffled three times a turn.
Hey Reynad. Love the fact you're doubling down in getting your money from monsters, rather than having coin cards. I think it makes much more sense and stops monsters showing in your card pool a pure detriment.
For the purgatory dilemma. I'd propose you have the cards you played in a given turn show up in your discard pile semi transparent. So it would feel intuitive that you can't interact with them but then you also get to shuffle the cards you played that turn if you shuffle your deck.
I'm that kind of guy that likes to make random jokes on random channels that Reynad invented this deck or that, but I respect him a lot. Keep it up man, looking foward for the game.
I think an interesting / easy way to avoid a lot of infinities is to remove the Purgatory, and have the Discard pile Only shuffle back into the draw pile at the end of turn (or end of day). This way no matter what you can only play through one loop of your deck, and it will encourage more dynamic Deck building, and people can decide what size is best for their strategy. Also you can implement cards that interact with this, for example: a card that is always drawn last but above the power curve so you don’t always get to it, ect.
so you say that there will be skins and that the cards will have the classes character on them will the skins be reflected in that. I would imagine it would be really hard to do but it would really make the skins worth it.
Not sure if you'll read this Reynad, but for the "purgatory" type zone it would be more intuitive if it just showed your played cards sitting in a very loose pile as if you were playing them there. This would also let either player look at the entire turn history showing each card played and the order it was played in. This would look a lot better than a little green square. Something like the green square would be better suited to a discard pile that you aren't as likely to have someone want to check. Looking forward to the game.
The website looks great! Its a tad confusing having the names of the articles below the images, and that threw me off at first. But then again, you might run into this either way. I think having the names above would be better, however, because that is where you will first see when scrolling down the page. Other than that, I'm stoked for more updates, and I will prioritize preordering on my list of games to buy!
Player from league of legends casting blizzard *picture of Ashe, ice bow instead of ani, who actually has blizzard* that being said, really enjoying watching the development of this game, really looking forward to it
Minions could have a retaliate passive, where if player 2 attacks face while that minion is in play for player 1, the minion will retaliate and hit the player 2's face for like 1/2 damage or something. This would make it so face could still be a viable strategy, but there's a huge risk in you snowballing your own health bar too fast and losing to a board full of angry minions. Kinda just makes sense too, minions not letting you attack their master for free.
So you know how you are making card pools for the shops, where if you are wizard, it will spawn a certain pool of cards? What if it also added in a couple cards to the opponents shop also. Stuff that counters your archetype a bit. Stuff such as if you are burning, do this, or if you are frozen, do this. They could even be straight up counters, like an ailment then gets rid of a single burn card from your deck. If your card pool has 100 cards in it, then it may add 10 cards to the opponents deck. It would make each game that much more skill based.
Hey Reynad, if you're looking for inspiration on Ability Cards instead of Hearthstone Spells that consider checking out Steamworld Quest: Hands of Gilgamesh. They've based their game on a similar structure.
Maybe in place of all monsters having taunt, they could attack you each turn until they are killed. Then, you could choose to go face but accept your own damage or you could attempt to prevent damage to yourself.
Deep inside Im hoping for Reynad to come out and say " Syke fuckers, all these drawing have been mine, i did them in my spare time. Thanks for your money and CYA" That would be legendary.
Found out about the game 2 days ago, watched all the videos in one go. One of the older videos said the game is coming out Q2 2k19, so i got excited, guess i'll have to wait much much longer. Anyway, it's very interesting to hear about the design process as i was trying to make my own deckbuilder and ran into the same problems. Hope you find some smart solutions and bring us that early access, because i can't play slay the spire forever. (ok, i can, but anyway) p.s. Don't forget about the initial idea of it being a marketplace, as classes like wizard or werewolf are quite standard fantasy. Imo the cook/archeologist/engineer all sound more fun and unique in that kind of a game.
I enjoy the combo mechanic in coop deck building games, it feels like you have roles in achieving the greater goal so your teammates don't buy the cards that would benefit you the most. Not sure if you are planning on any pve content but I hope you explore that possibility in the future.
I love how the characters are worked into the cards but the problem is that once you do this, you have to be certain that the characters that you have don't change since you would have to re do every card. Personally I don't feel the werewolf character as much right now. I mean the concept is cool and all but the picture where she puts her hands over each other seems really weird to me, out of proportion in a way. Maybe revisit it again. I'm looking forward to see the end result reynad!
Monsters could have a shield stat that reduces the damage you do to your enemy, so you're incentived to kill monsters first or at least don't let them pile up
Please don't limit the amount of cards players can play. That's one of the most fun things about some deck building games, just going off because you built your deck well.
Aside from the game mechanic themselves being interesting, I really like how you center your cards around the characters. I think this is something Blizzard really missed out on in designing hearthstone, you have a portrait with your hero, but even being very familiar with the characters through WoW, I never felt any form of connection to the hero I was playing. A good and interesting character is so important for a lot of people in getting drawn to a game and I think that can me a really strong driving force for yours. That being said, Werewolf looks really cool. You have a hulk like female character, that doesn't seem to fall into the strong stoic female trope I think so many people are getting really tired off. Strong, fierce, but also caring, smart and cunning. I think that's a character a lot of people will fall in love with and through that also your game. I hope your other characters will also end up as interesting!
What about designing "Taunt " so it only forces you to attack monsters in the opponents store. Also opens up design space to place monsters on your store if you are getting beat down. Then again that could just turn the game into hearthstone if its to easy to do.
I Think by having a similar playstyle as slay the Spire + a system like dota auto chess for money would feel really good and open a Lot of design space, having a Constant influx of money and having Rolls for It would create a better feeling for the rng. And having the slay the Spire combat system would allow for a better balance of cards and archtypes. With the day cycle and maybe some build defining hero powers the game could be really fun
There could be a way to utilize your own monsters as defense for yourself, in a way of instead of killing your monster you can hire/tame/hypnotize it into obeying you, losing the reward of defeating them and insted using it as a "taunt" minion which stays actively on the board and defends you from an onslaught of attacks, those monsters could even give you a passive effect like +1dmg per turn instead of having taunt or maybe smth like "defender" for taunt or "attacker" for +1dmg per turn, so they also pose some kind of threat You could introduce a new segment with maybe up to 3 active monsters I think it might be worth experimenting on Edit: the monsters with taunt would only defend your hero, so if there are monsters with a passive effect like +1dmg, could be really fragile and easily killed by your enemy,since the "taunt" minions job is to just defend the hero not the other monsters aswell
it would be a cool class identity if somehow the hunter class had the taunt on monsters in the shop effect and no one else. If everyone has that effect, a fix might be to make a rule that monsters cant appear after buying a card or even buying cards that can go face although that sounds too confusing.
Have you considered adding a mechanic that lets you buy straight to the top of your deck? I could see a brittle+accelerate card being really neat. For card draw, just have turns start with drawing two cards, turns end with discarding all played cards, and have a max hand size. Any fun cards can break those rules if you want. Can't wait to play the bazaar! Also no shorter videos please. I love these long rambles.
Glad to see the update. One thing I was wondering was would there be any additional affect to burning or freezing other than synergy? I worry if they don't do anything else the statuses might all feel the same. Also, maybe instead of all minions having taunt, which sounds rough, make most weapons only target minions?
I think it would be really interesting if there were mechanics to affect the opponent's gold ressources especially for a thief class, drop rate for a card like this could be higher if the opponent's stack is bigger, that way you can punish players that hoard their gold for powerful cards too.
Maybe when card is used make it "locked" instead of discarded. used card would fly to a chest like loking deck holder that agresively closes and opens ofc locked cards can't be used twice in same turn. i think it would add some visuals to the game that might look intresting
I think the monster's taunt is like the combo mechanic, yes it does solve problems, but it's not the most elegant solution. I don't have any idea myself since i don't know how the game plays but isn't the fact that the monsters block cards and give a reward not enough incentive?
Reynad what if your deck would only reshuffle at the end of your turn? It would give combo decks a finite set of resources and could be used to implement some form of overdraw mechanic.
Having to play out all my coins at the start of every match sounds more tedious than fun. It reminds me of the starcraft series, where they just straight up increased the amount of gathering units you start the game with since you pretty much had to do the same thing every game anyway.
I think that it would be cool if it has a build for killing monster early and mid game. For your late game be strong. But the opponent would have to have some kind off couter to this kind off strategy. By the way, great work. Do not take the easy way. And im watting to play. Wish you force and luck!
Do you think that having all the cards with art of the "base" wizard in it will limit design space for possible alternate cosmetics for classes? ex. different heros that you can equip in Hearthstone
@reaynad About those monsters and going face. What about if they could do something to a player. if he didnt interact (attack, defend) with it? You could choose to attack the other player or interact with monster to avoid his dmg, debuff, discard.. etc each turn. You could still go for a "fireball lethal" or just defend against the monster.
will this be free to play once its live or will we still have to pay some money to be able to enjoy the game? im a poor college student trying to enjoy life lol
Perhaps to stop infinites, cards that get played remain in your hand, but face backwards (showing their card back to you). When you end your turn, all backwards facing cards go to your discard pile. Then, your hand size limit becomes the factor that stops infinites, and there's not some other factor players have to consider.
Isn't it really limiting to make the character showing up on the art though? You'll only ever have unique characters which represent a "class" like wizard but never multiple because then the art would seem very off. I'm pretty sure different hero portraits are rather popular in HS so you'd probably shoot yourself in the foot a bit. Has some upsides of course, but not sure how the negatives weigh against that.
Isn't the tradeoff for going face right away the fact that you're not killing npcs and getting rewards from them? So you're doing damage instead of buffing your deck. Idk about the relative balance of that though, obviously.
"you're playing as this wizard and when you play Blizzard, its this wizard casting Blizzard."
Bars Reynoodle
Funnily enough, it is Jaina casting Blizzard in Hearthstone
*Reynad speaks*
Trash can: *trash detected*
Trash can: *opens*
the trash can should be in the game
Just hire Ben Brode for announcing stuff and you're set.
BB's laugh in the distance.
Just don't let that guy make design decisions please
There's definitely a joke here about the trash can opening whenever you speak.
maybe the can is trying to warn us about smth R3D3 Pepega
What if you can utilize your own burning status for something positive? Like a bear hug that deals more damage if you are burning or an ailment-shifting spell that gives one burning status card in your deck to your opponent.
Now this may be a confusing mechanic, BUT what if we give monsters taunt at the beginning of the day phase. So that when you're cycling the shop when a monster comes up it doesn't initially have taunt since it hasn't "awoken" yet.
Immense respect for Reynad man god damn, brings us viewer and future players so much joy to see you so excited and eager when you talk about the game :'D keep going man!!
Really love that you can see and hear how passionate you are about this, im glad to be a supporter! Keep up the good work Reynad!
Hey Reynad, the game's looking great right now! Just wanted to say to be careful with play-testing only 2 classes. My and a group of 3 had to make a game for a college class, and we ended up doing a card game. We planned on having 4 classes, but we only tested 90% of the game with 2 and that led to balance issues and headaches. We were so keen on making the testing classes have a 50/50 winrate that by the time we implemented the other classes it was basically at the point where we had to decide if those classes would be better or worse than the starting 2. We got the first 2 so balanced in isolation that adding 2 and having them all be balanced was just literally impossible. It ended up having something like a rock-paper-scissors meta and that's not really fun for anyone. Showing up and having a more than 5% statistical disadvantage adds RNG in the worst way possible.
Basically what i'm saying is it's ok if Vampire has a 55% winrate vs Mage. I know it's on online card game so balancing is quick and easy to implement, just wanted to say don't sweat the numbers at this point. All it's going to do is make you question yourself and your team down the road. Especially because the decks are going to have different learning curves.
I like the Idea of the "Purgatory Zone" since it opens up more design space, examples being "If you have X cards in Purgatory, Do Y", "Add a card From Purgatory to Hand / Discard / Deck", "Remove all Cards in Purgatory". And in addition to that, it works as a "Turn History" if you can look through it.
When it comes to managing at what stage any given card can show up, one of the comments I read on another video suggested making designated stages first, then putting the cards into those stages (ie turns 1-3 is early, 4-7 mid, 8.. late). This would make it much easier to manage the library of cards (you would lose that bit of precision, but the benefits may outweigh that) and it would make the process of learning when cards appear more straightforward.
One idea I had concerning money, instead of money being persistent in your bank, was having leftover money at the end of the turn convert to a single card of that value (eg: you end turn with 3 coins and get a 3 coin card back). Not entirely sure how it would work, but it does differentiate the money system from a mana system (which persistent money sometimes approaches too much in my view).
I also think that purgatory is a fine mechanic but doesn’t need to have a name or really be explained beyond the visual. Just have played cards be greyed out over the discard pile or something that makes it clear they’ll enter at the end of the turn, but are not currently in the discard pile. Trusting players to understand or discover would be fine I’d think.
Purgatory zone fix: you can only reshuffle the discard pile to your deck *once* each game.
i appreciate ur updates. i look forward to ur game. i am inspired to create my own game by watching u. thank you
Something great you can grab from mtg arena is if you play a four blue card it automatically taps four blue for you. You can tap them one by one if you want but playing the four blue card taps four blue if you have it.
Oh you are planning on implementing an "attack all" button! That's good to hear :)
For the taunt monster thing...what if you did something like nightime monsters had taunt? You always know that they'll be coming and that you'll have to be prepared, but not know exactly what monster you'll get. You could even do something like if you don't clear the previous night's monster, it'll take over the rightmost place in your Bazaar and a new nighttime taunt monster will show up. It might even make good thematic sense since monsters traditionally like to only show up at night as it is.
If you're looking into preventing infinites, putting a limit on the amount of cards played sounds like a good way of going about it. You could make use of the day/night cycle that's in the current build. Every card played/ interacted with would take time and you would only have so long before the day/night would end. I think it could add some flavor too since it would reflect the time the characters are spending battling monsters or haggling for items at the market, or the time it would take to wind up a powerful spell. It would also make the constant transitions from day to night seem less static and more like trying to maximise your time scouring the markets late at night before they close.
Maybe only certain spells/items have time attached to them? For example a spell may take time to learn and add to your deck but take no time to cast, or a giant axe may take no time to buy but once drawn will take time to actually use since it's so heavy.
mechanic recommendation: freezing -> When freezing, the enemy cards deal 1 less damage, but not less than 1. Fire type cards are not affected
You what's really fun about buying cards? When they go straight to your hand and you can use them right away.
You could always have a mechanic that stops you from going infinite. Like making the characters dizzy or disoriented ending their turn if the deck is shuffled three times a turn.
Hey Reynad.
Love the fact you're doubling down in getting your money from monsters, rather than having coin cards. I think it makes much more sense and stops monsters showing in your card pool a pure detriment.
One way to do attacking face would be to have present monsters attack you if you go face so you can always go face but it comes at a cost.
For the purgatory dilemma. I'd propose you have the cards you played in a given turn show up in your discard pile semi transparent. So it would feel intuitive that you can't interact with them but then you also get to shuffle the cards you played that turn if you shuffle your deck.
I'm that kind of guy that likes to make random jokes on random channels that Reynad invented this deck or that, but I respect him a lot. Keep it up man, looking foward for the game.
I think an interesting / easy way to avoid a lot of infinities is to remove the Purgatory, and have the Discard pile Only shuffle back into the draw pile at the end of turn (or end of day).
This way no matter what you can only play through one loop of your deck, and it will encourage more dynamic Deck building, and people can decide what size is best for their strategy.
Also you can implement cards that interact with this, for example: a card that is always drawn last but above the power curve so you don’t always get to it, ect.
That's an interesting idea.
@@reynad27 Thanks! I actually have made a few personal card games myself and would love to give more advice / feedback if I could.
Can't wait for The Bizarre!
BAZAAR
so you say that there will be skins and that the cards will have the classes character on them will the skins be reflected
in that. I would imagine it would be really hard to do but it would really make the skins worth it.
Not sure if you'll read this Reynad, but for the "purgatory" type zone it would be more intuitive if it just showed your played cards sitting in a very loose pile as if you were playing them there. This would also let either player look at the entire turn history showing each card played and the order it was played in. This would look a lot better than a little green square. Something like the green square would be better suited to a discard pile that you aren't as likely to have someone want to check. Looking forward to the game.
The website looks great! Its a tad confusing having the names of the articles below the images, and that threw me off at first. But then again, you might run into this either way. I think having the names above would be better, however, because that is where you will first see when scrolling down the page. Other than that, I'm stoked for more updates, and I will prioritize preordering on my list of games to buy!
Player from league of legends casting blizzard *picture of Ashe, ice bow instead of ani, who actually has blizzard* that being said, really enjoying watching the development of this game, really looking forward to it
Looking better and better
Minions could have a retaliate passive, where if player 2 attacks face while that minion is in play for player 1, the minion will retaliate and hit the player 2's face for like 1/2 damage or something. This would make it so face could still be a viable strategy, but there's a huge risk in you snowballing your own health bar too fast and losing to a board full of angry minions. Kinda just makes sense too, minions not letting you attack their master for free.
So you know how you are making card pools for the shops, where if you are wizard, it will spawn a certain pool of cards? What if it also added in a couple cards to the opponents shop also. Stuff that counters your archetype a bit. Stuff such as if you are burning, do this, or if you are frozen, do this. They could even be straight up counters, like an ailment then gets rid of a single burn card from your deck. If your card pool has 100 cards in it, then it may add 10 cards to the opponents deck. It would make each game that much more skill based.
"Those MeCANics" is what made the trash can open. It doesn't sound that much like "open can" but maybe it's a little hard of hearing.
That werewolf art.... kill it. kill it with fire.
The Artwork looks insanely good. Seems like you need lore for art that good.
Hey Reynad,
if you're looking for inspiration on Ability Cards instead of Hearthstone Spells that consider checking out Steamworld Quest: Hands of Gilgamesh. They've based their game on a similar structure.
If you introduce a cap to the number of cards you play you could consider the action system from Dominion but with some tweaks
I really love the art style on these cards, and this looks like it's going to be pretty fun!
this art is fucking AMAZING
People keep asking me if my Bazaar lanyard says Brazzers Reynoodle what do I do?
Jokes aside love the updates! Keep it up :)
"Yes"
Uploads "May Update" on May 31.
june 1st in my timezone
Maybe in place of all monsters having taunt, they could attack you each turn until they are killed. Then, you could choose to go face but accept your own damage or you could attempt to prevent damage to yourself.
games sounding good man i like the changes you talked about
Deep inside Im hoping for Reynad to come out and say " Syke fuckers, all these drawing have been mine, i did them in my spare time. Thanks for your money and CYA"
That would be legendary.
Awesome. I’m pretty hyped for this.
Found out about the game 2 days ago, watched all the videos in one go. One of the older videos said the game is coming out Q2 2k19, so i got excited, guess i'll have to wait much much longer. Anyway, it's very interesting to hear about the design process as i was trying to make my own deckbuilder and ran into the same problems. Hope you find some smart solutions and bring us that early access, because i can't play slay the spire forever. (ok, i can, but anyway)
p.s. Don't forget about the initial idea of it being a marketplace, as classes like wizard or werewolf are quite standard fantasy. Imo the cook/archeologist/engineer all sound more fun and unique in that kind of a game.
I enjoy the combo mechanic in coop deck building games, it feels like you have roles in achieving the greater goal so your teammates don't buy the cards that would benefit you the most. Not sure if you are planning on any pve content but I hope you explore that possibility in the future.
I love how the characters are worked into the cards but the problem is that once you do this, you have to be certain that the characters that you have don't change since you would have to re do every card. Personally I don't feel the werewolf character as much right now. I mean the concept is cool and all but the picture where she puts her hands over each other seems really weird to me, out of proportion in a way. Maybe revisit it again. I'm looking forward to see the end result reynad!
Monsters could have a shield stat that reduces the damage you do to your enemy, so you're incentived to kill monsters first or at least don't let them pile up
Please don't limit the amount of cards players can play. That's one of the most fun things about some deck building games, just going off because you built your deck well.
Aside from the game mechanic themselves being interesting, I really like how you center your cards around the characters. I think this is something Blizzard really missed out on in designing hearthstone, you have a portrait with your hero, but even being very familiar with the characters through WoW, I never felt any form of connection to the hero I was playing.
A good and interesting character is so important for a lot of people in getting drawn to a game and I think that can me a really strong driving force for yours.
That being said, Werewolf looks really cool. You have a hulk like female character, that doesn't seem to fall into the strong stoic female trope I think so many people are getting really tired off. Strong, fierce, but also caring, smart and cunning. I think that's a character a lot of people will fall in love with and through that also your game. I hope your other characters will also end up as interesting!
What about designing "Taunt " so it only forces you to attack monsters in the opponents store. Also opens up design space to place monsters on your store if you are getting beat down. Then again that could just turn the game into hearthstone if its to easy to do.
Concept art look cool.
I Think by having a similar playstyle as slay the Spire + a system like dota auto chess for money would feel really good and open a Lot of design space, having a Constant influx of money and having Rolls for It would create a better feeling for the rng. And having the slay the Spire combat system would allow for a better balance of cards and archtypes. With the day cycle and maybe some build defining hero powers the game could be really fun
There could be a way to utilize your own monsters as defense for yourself, in a way of instead of killing your monster you can hire/tame/hypnotize it into obeying you, losing the reward of defeating them and insted using it as a "taunt" minion which stays actively on the board and defends you from an onslaught of attacks, those monsters could even give you a passive effect like +1dmg per turn instead of having taunt or maybe smth like "defender" for taunt or "attacker" for +1dmg per turn, so they also pose some kind of threat
You could introduce a new segment with maybe up to 3 active monsters
I think it might be worth experimenting on
Edit: the monsters with taunt would only defend your hero, so if there are monsters with a passive effect like +1dmg, could be really fragile and easily killed by your enemy,since the "taunt" minions job is to just defend the hero not the other monsters aswell
it would be a cool class identity if somehow the hunter class had the taunt on monsters in the shop effect and no one else.
If everyone has that effect, a fix might be to make a rule that monsters cant appear after buying a card or even buying cards that can go face although that sounds too confusing.
Have you considered adding a mechanic that lets you buy straight to the top of your deck? I could see a brittle+accelerate card being really neat. For card draw, just have turns start with drawing two cards, turns end with discarding all played cards, and have a max hand size. Any fun cards can break those rules if you want. Can't wait to play the bazaar! Also no shorter videos please. I love these long rambles.
Glad to see the update. One thing I was wondering was would there be any additional affect to burning or freezing other than synergy? I worry if they don't do anything else the statuses might all feel the same. Also, maybe instead of all minions having taunt, which sounds rough, make most weapons only target minions?
I think it would be really interesting if there were mechanics to affect the opponent's gold ressources especially for a thief class, drop rate for a card like this could be higher if the opponent's stack is bigger, that way you can punish players that hoard their gold for powerful cards too.
Love these videos, so interesting
Maybe when card is used make it "locked" instead of discarded. used card would fly to a chest like loking deck holder that agresively closes and opens
ofc locked cards can't be used twice in same turn. i think it would add some visuals to the game that might look intresting
man this art is absolutely beautiful. i wonder how much noodle has spent on this so far
Maybe limiting to max one shuffle per turn as a way to kill infinite's?
Hey where is the network gameplay footage video you mentioned a few times?
I think the monster's taunt is like the combo mechanic, yes it does solve problems, but it's not the most elegant solution. I don't have any idea myself since i don't know how the game plays but isn't the fact that the monsters block cards and give a reward not enough incentive?
i can't wait for this game. i'm excited
Love u reyrey
i like the ice age one
Wizard casting spells on your trashcan?
Reynad what if your deck would only reshuffle at the end of your turn? It would give combo decks a finite set of resources and could be used to implement some form of overdraw mechanic.
Will test this.
Having to play out all my coins at the start of every match sounds more tedious than fun. It reminds me of the starcraft series, where they just straight up increased the amount of gathering units you start the game with since you pretty much had to do the same thing every game anyway.
What if to solve the problem at 17:07 would be to have taunt not show up the turn it shows up in the shop; but the turns afterwards?
As if the creature is sleeping when it spawns.
I think that it would be cool if it has a build for killing monster early and mid game. For your late game be strong. But the opponent would have to have some kind off couter to this kind off strategy.
By the way, great work. Do not take the easy way. And im watting to play. Wish you force and luck!
*killing many monsters.
Also I was wondering, Reynad, did you get chance to read my post on Reddit about the Economy? It was called "Selling to the Merchant: Economy Idea".
Do you think that having all the cards with art of the "base" wizard in it will limit design space for possible alternate cosmetics for classes? ex. different heros that you can equip in Hearthstone
1:29 didnt the editor show the vampire here instead?
If spells are gonna have the character featured prominently in their art, will alternate skins have different art for their cards?
yeah i was wondering the same thing, might be really hard to have multiple sets of art for each card depending on the skin.
17:40 that guy in the background opened again lmao :D
@reaynad About those monsters and going face. What about if they could do something to a player. if he didnt interact (attack, defend) with it? You could choose to attack the other player or interact with monster to avoid his dmg, debuff, discard.. etc each turn. You could still go for a "fireball lethal" or just defend against the monster.
Keep it up 👍
What if you give the merchant the ability to give his/her minions to the opponent, receiving all the gold for them?
will this be free to play once its live or will we still have to pay some money to be able to enjoy the game? im a poor college student trying to enjoy life lol
How about a "banker" class where they manipulate their coins by investing them
Perhaps to stop infinites, cards that get played remain in your hand, but face backwards (showing their card back to you). When you end your turn, all backwards facing cards go to your discard pile. Then, your hand size limit becomes the factor that stops infinites, and there's not some other factor players have to consider.
2:46 mana cyclone
Pog
0:34 hiGH LeVeL qUesTioNs
take my money
Can you maybe add a trash can monster made in tribute too the haunted can? It whould be funny i think.
Isn't it really limiting to make the character showing up on the art though? You'll only ever have unique characters which represent a "class" like wizard but never multiple because then the art would seem very off. I'm pretty sure different hero portraits are rather popular in HS so you'd probably shoot yourself in the foot a bit. Has some upsides of course, but not sure how the negatives weigh against that.
The bizarre !
damn rey i really would like my t shirt
12:40 someone doesn't know about the dropkick otk
Make the trash can a minion.
Isn't the tradeoff for going face right away the fact that you're not killing npcs and getting rewards from them? So you're doing damage instead of buffing your deck. Idk about the relative balance of that though, obviously.
That's the current tradeoff, yes. But we want to avoid both players just going face after a certain point.
Take auto-chess rules. If you buy 3 of the same card they combine into a more powerful version of that card?
Well, you probably say "mechanics" a lot and it's probably recognizing the "chan" in there and opening, hence why it opens a lot mid-sentence.
Network demo??
2:23 isn't this Isreal logo or am I wrong ??
Ramy Samy You mean the star of david, the emblem of Judaism. The 6-pointed star isn't exclusive to Judaism tho.