Man I’ve legit been watching you since I was like 12-13. I’m turning 20 this year lol. So glad to see you still making stuff. I remember I watched your vid on how to make your own tcg and I stayed up till 4 am drawing. Your vids were a ray of sunshine in a bleak time in my life
Same here man for some random reason my 13 year old self decided this would be one of the few channels i actually "hit the notification bell" for so I never forgot about it, the nostalgia is real and im pumped for this series
Man I remember watching one of your vids YEARS ago and when I clicked on this vid I was like "wait I think I've seen this name before". So cool that you're still at it
I like the base of the system, I think having a single unit that updgrades over the course of the game while you play supporters is a really neat way to do things I'd definitely be worried about two things, the first being that a lot of board games are going for a completely different style of game than TCGs. Board games are usually a little bit more loose fun experiences whereas card games are strict, syntax based, and (mostly) ultra competitive. The dice roll mechanic is definitely improved a lot by the evolver level catchup system, but I feel like most decks are going to be played in a way where they try to ingnore what the dice does entirely, to focus on consistency. Another issue I can see popping up is just turtling, where you hold back and spam creatures/pick off your opponent's until you can one/two shot your opponent with a bunch of attacks so they never get the chance to level up in the first place The other primary worry is the evolvers being too linear, I hope there's a faction/mutation system that lets you split down an evolution line instead of just going from a-b-c, but that seems to be down the line Either way I'm excited, enjoying the base of what you have so far and am looking forward to the ways you can spice the game up in the future!
@@kaydio1121 thanks for the feedback! Yeah it’s a bit of a paradox as I want to make a tcg that’s more casual, but the competitive precision based nature of tcgs makes it hard! Oooh I like the idea of the potential non-linear evolution, that could make things really fun!
@linkdapuppyandfriends9023 I would love to help u with ur tcg. In exchange u would help me with mine afterwards. Is that something u would be intrested in?
Pretty good video to show you DO NOT need art or a card frame to start running some tests. A lot of new creators get bogged down thinking the game has to look good before it plays good! Put some numbers and words on paper and play the game! As others have commented, I'm not sure about the dice mechanics - but maybe look at Dragoborne TCG. They used dice in a pretty fair way that didn't really lock you out of the game if you rolled badly but still played a bit of a part. Another thing I might look at are other games with 1 stat - most bandai games (dragon ball super, digimon, one piece, battle spirits), vanguard, or duel masters. They usually have some way to add or subtract power for the current attack to make it a little more interesting than "bigger number, better person." I'm sure once effects start coming into play that will change. Finally, I second some kind of Branching path for evolvers - that way there's a bit of mystery and surprise when you evolve into something unexpected, or at least less expected. Maybe a deck can divulge from a pure strategy to a hybrid of 2 archetypes as it evolves. Let's see how this one....Evolve..ers. Gottem.
I've been making custom MTG cards for over 5 years and this was so inspiring to get back into the game development head space. Literally inspired me to start making my own TCG, fantastic video and I watched episode 2 the second it came out!!!!
I'm from Brazil and I've watched your videos practically since the beginning, I create card games too, and I think I'll start creating again... your video inspired me
Not sure on the die roll thing. But otherwise this is a really nice base. I don't really like luck beyond draw in my games generally but to be fair, the die roll being influenced by the evolver level is a very nice way to make the luck interactable I'd be warry of a few things though: 1. Mechanics like this generally lead to having people not run high level things or to run things that make them ignore the die roll entirely. I think it'd be good if you gave the high level stuff more reason beyond stats/ability to actually use 2. Having luck based mechanics can also lead to players getting screwed over by their luck here. Rolling a 1 may mean you basically can't do anything here, which is really feel bad. Generally, I prefer it when luck is an assistant in a task and not really what determines that task itself- having something not be playable unless you roll well enough might be really feel bad if someone just gets really unlucky all game. Maybe you can play your monsters no matter what, but if they don't match the rank of the die roll, they die at turn end or something? I really like the idea of the evolvers. It's something pretty unique, a good way to track health while also giving the game a very easy selling point. You can point to the game and instantly tell what the identifying game mechanic is. And I'm also very glad you didn't take the very old and tired (and frankly, pretty bad) pokemon style evolving system. Of course, since you did a lot of this work months ago, you may have already dealt with these potential problems lol but yeah that's my feedback :)
Thanks for the feedback! Really appreciate it! Yeah the dice roll mechanic for sure didn’t feel good testing it out in this episode - I do want some kind of luck element besides the draw but have worked on a few things to make luck work in a skilled player’s favour if that makes sense? We’ll see anyway… still nothing set in stone! And glad you like the evolver mechanic!
@@ChaosGalaxyTCG I'm using dice in my TCG. One thing I found was using only a single die has a completely random outcome as a single d6 will have a 1/6th chance to land on any of it's faces. However, if you use more than one die, then the results become less random. I went through a bunch of math determining the average results of rolling 1, 2, 3, 4, or 5 dice and use those probabilities to help find a balance between luck and consistency in my game. So, if using dice is something that you like the idea of, then checking out the math of multiple dice or even different dice types (ex: d4 or d8 dice) can be something you can do. Also, you can look at different ttrpg systems that use dice and gather inspiration from that too. I do really like your idea of adding numbers to the dice roll based on what stage your avatar is at. A system like this can definitely bring not only a natural variance in deck archetypes, but variations within the archetypes themselves (ie: an aggro deck that perhaps loses it's first couple of stages to gain a bit of a resource advantage to help flood the board).
Seeing Evolvers come back is actually hype! It was my favorites of your old tcgs and it does have a lot of potential! I feel like one thing that could help is maybe adding back a health stat and letting people slowly chip away at the larger protectors so that in a bad position, you can still do something at the very least. I know it would add something to keep track of to the game, but it would help with the problem of being behind causing a snowball effect. Plus I think the game would benefit from some form of deck building restriction so that it doesn't turn to generic good stuff decks dominating without some serious archetypal powercreep. Overall, I think you have a solid concept! Though I will admit, the die roll mechanic has potential to be super frustrating. Maybe the health mechanic idea could help with that since damage over time could take out a bigger protector but there's still the issue of just running out of cards and being unable to do anything about it.
This is cool! Always loved TCGs. There's several I want to make, but only one will likely be tangible. (A lot are videogame-only, as mechanics are impossible to carry over or prevent cheating, such as level ups) This is good timing and inspiring. There's a game I'm working on that I'm trying to figure out how to lower game dev scope on, and maybe a trial card game might be perfect. (I'm great at writing, worldbuilding, and the math behind systems I understand...and that's it.)
cant believe ive been watching your channel for 8 years now lol. Really love where this is going and I'm so glad you're bringing back evolvers. Cant wait for episode 2!
i just watched your old evolvers video and honestly looks so much fun i love the protecting the boss mechanic and the evolution, maybe the high level evolver could give passive buffs to the protectors, i used to play comp ygo and i have tried pokemon and magic before and honestly i would love to play this casually with my brother and my friends feels like it'd be a fun night hshahaha love the content keep at it!
The timing of this video is haliours for me, when I was younger I also started a tcg that had so much flaws and now I'm I'm a position where im more experienced skilled in both art and game design knowledge and ready to start developing my new game for real, loved the video its always a joy yo see you again on my feed 🖤🖤
i love this game idea but there is one thing in it which does not make sense. the mechanic of playing cards based on the level of your evolver is a perfect tcg mechanic and it does not need the dice. the reason you wanted a luck mechanic is so someone can’t win on turn one by drawing the best card but without the dice they already can’t do this. the reason is that the most powerful cards can’t be played until the end. with the dice, they could be played early which basically wins the game. also the evolvers are a really interesting way to add asymmetry into the game. maybe each one would encourage a unique play style or deck building
I play MTG Competitively and Yugioh and Pokémon rarely just for fun. I say one of the most important things for getting someone into a TCG is theming. Magic and Pokémon both have mechanics that mainly go with a certain color and that gives people a sense of identity. “I’m a Grixis player!” (Blue, Black, Red) in Magic, or “I love Psychic decks.” In Pokémon. I think your idea of Elements makes sense, and combining it with an Evolver makes someone feel more involved in their deck. Magic’s most popular format at the moment is Commander, and as the name says it revolves around a singular card that is your commander, capturing that feeling in this game will really help make it take off in my opinion. As for mechanics, dice rolling being at the forefront seems a little unfun as a terminally unlucky person (luck isn’t real lol) so I’m not so sure I’d enjoy rolling a 1 for multiple turns in a row. That being said the catch up mechanic really helps, and maybe Evolver abilities can also help catch back up. Adding your Evolver level to the die roll makes me imagine powerful protectors that are level 8+ that can only be summoned late in the game off of high rolls. Also cards that manipulate die rolls and maybe spells or things that stay on the field that are not protectors could be cool. Maybe something that buffs your roll or debuffs enemy roll, or buffs/debuffs power of protectors.
I've been making card games off and on for most of my life so far. You have been a massive inspiration to me because you were the first time I really saw an indie card game be made. Seeing someone go through the process of making something makes it easier to start doing it myself
I've watched you since I was like 11, and I've just turned 18. You've formed the basis of a lot of my pre-teen and teenage inspiration, and i wouldn't have made well-over 20 different tcg designs without you. Thank you so much, Zach
Maybe it's a personal opinion. but I often feel that luck base games can be frustrating because sometime you can play perfectly and still lose? I've felt that way in other TCG's and it's honestly something I try and avoid haha. Maybe there's a way to make the luck aspect steer you down different paths that aren't necessarily better or worse, but make you adapt your game plan. I'm not sure if that makes sense, but it's an idea I've been toying with!
I almost feel like you don't need the dice roll element, at least not for playing Protectors. Only being able to bring out Lv1 Protectors when your Evolver's at stage 1, up to Lv2 when your Evolver's at stage 2, etc., is clean enough design. Maybe you can implement dice rolls in some other aspect of the game. Maybe a lot of effects just require dice rolls or the toss of a coin?
Never seen you before, but really enjoyed this. Looking forward to seeing how the game progresses! If your taking character concepts: Nachoboy was a superhero i made as a kid, might fit with the comical wacky design. Keep up the good work!
Man, I came across this channel YEARS ago, was always very amazed how one person could make such a cool TCG like this. It inspired the younger me to make some (very poorly made) TCGs myself... Recently I've been getting back into the whole TCG concept. Which reminded me of this channel that I used to watch. So I decided to look it up again, and I am so glad to see that you're still uploading, and now starting a new series! I am already looking forward to seeing this series gain more and more episodes until you've made another very cool TCG! 💪
I really enjoy watching your process a couple things I would consider: I think arbitrary multiples are a bit outdated and typically more of a Japanese influence, I think the game is easier to understand if instead of '50' you just use 1 as there is no reason for the lowest value to be 50. There's a mechanic in a board game called subterra where one of the characters can hold pieces in there supply, and swap them in at opportune times, I think this is perfect for your game and could really add some unique flavour, at the start of the game players roll a die, lowest value chooses turn order but that die then goes in the supply. During the game players can choose to use the die they rolled or swap it with the die in the supply to use that instead. I think this is a small change that could make control decks more viable as typically they will Want their controller to lose it's early stages quickly and during this time they could try and farm a 6 into their supply.
It’s crazy, Zach! I have been watching your channel for years now getting so much guidance and help from you, And then I see this new series that you’re doing and you’re trying to create a game and you’re literally creating something so similar that I’ve been working on for three years solid!! lol and I love seeing your process and thought process the mechanics and how you easily balanced the mechanics out. It really helps me open my mind and see more! I never got to you, but I wanted to say thank you for always helping me out and helping everyone create a better TCG for their own game ty much love 💗 🫶
A lot of your ideas sounds like a lot like card fight vanguard. Leader based system , where your leader evolves and gets stronger during the game with a luck aspect. I think vanguard does some things your trying to do a bit better though. - Levelling up your leader by taking damage feels a bit bad, I feel like my opponent could just play control most of the game and not attack unless they have a large advantage, I think it feels better if the player can level up there leader themselves rather then letting the opponent decide when that happens. - The luck aspect where dice determine what you can play is a bit to unbalanced, the range of power is to big, reminds me a lot of how dungeon dice monsters played. I also tend to prefer TCGs where all you need to play it is a deck of cards and nothing else, so I would recommend baking any luck based mechanic into the cards themselves like vanguards trigger system, eg Instead of a dice the cards themselves could have numbers on them and at the start of your turn you revel the top card of your deck and use the number on the card (of course you would need to balance this with other mechanics to stop decks filled with the highest cost stuff) Since you mentioned not wanting to keep track of life and other stuff I would also recommend some of the design stuff that the Digimon card game does, mainly only having one number for attack and defence, effects that apply stat/effect changes only last until the end of your/opponents turns and no effect that cause you to shuffle after the game starts (all search effect look at the top X number of cards and return them to the bottom of the deck or other places depending on the effect). Anyway that's just my ramblings, good luck with your game I always like seeing how different people design card games
I love the starting mechanics and love this direction of gameplay! Though im not a big fan of dice rolls to determine resource but its truly a great way to showcase the luck element in games and helps players figure out how to properly build decks! I do see 1 flaw in terms of card advantage. As the game seems to be a 2-3 card per turn game i can see that theres a lot of card disadvantage which may cause a player who rolls lower to still continue losing in the late game if they have no way to draw more cards. Especially if the winning player has a card with super big stats. A potential solution would be damage sticking but it goes against the philosophy of not keeping track of stuff. Probably gonna see some cards that help with this once abilities are added but i truly cant wait to see how this game works out!
I’ve been in the process of creating a game which is mix of TCG and wargame. You have a champion against another person’s champion on the battlefield, so it’s a small map with only 1 miniature each. And then you have a deck of 40 cards of weapons, spells, defences etc. you use those cards on your turn (and maybe your opponents turn to for certain cards) to cause them damage, and defend, and each card is very different. Alongside this, you have to also move ur mini strategically across the board to plan you attacks, because some attacks only have a bit of range, others are melee, and maybe ur opponent is behind some terrain. Whatdya think?
I think card abilites are going to need to be very prominent in order to ensure the game can have a complex level to it. In total honesty I am concerned in how much the luck factor will play a role in this game, will roleing a 6 ensure the game for a player undeserving? Very concerning but it may effect its fun and replayability for better or worse.
I think a game that’s super fun would be cool but honestly I would also really like this game to be super skill full and have a ton of depth. It would be a lot harder to create but a push your luck card game that uses luck and skill would be really cool.
You literally inspired me to create my own card game when I was 12 and it is still on the gamecrafter as "Monster mayhem" Im am 16 now and Glad to see you are still making stuff
Man it's been years since i followed chaos galaxy, awesome to see you branch out! I think most other comments nailed it on the head with the dice mechanics, but i dont think they all got the exact reason why. In most board games you're playing with a group of people; if multiple people are rolling abnormally well or poorly, you can sort of laugh it off due to the casual group environment. When you're playing a 1v1 card game, it feels a lot more personal in the way you play the game and the results are influenced by only yourself or the opponent. Inherently TCGs also have more self expression and personality as opposed to board games. That first point is why Commander works in MTG as a 4 player format; it doesnt matter so much that it's wildly unbalanced because it's a fun game mode that's played with a larger group. Regardless of which direction you go, i look forward to seeing how it turns out!
I've been watching you for years Zach as I loved the idea of making a card game. I recently came back to your channel to see you were making a new TCG and was so excited. Keep up the hard work you're so talented and I cant wait to see this game develop.
i think you are on to something. for the TCG I'm trying to make i took a similar approach with aiming to make a game that doesn't have, or at least has to a much lower extent, the glaring issues that plague the top TCGs today. Love the luck element of this new game of yours. You even inspired a card for my TCG that will depend on a dice roll! I honestly love where it seems to be going. A welcome change of pace. Keep up the strong work and may God's speed be with you Zach.
Zack you absolute legend! Thanks to you and your videos I finally got my first prototype in my hands and I can say it just feels AWESOME! Been following your videos for quite some time now and I am really hyped about this new series. Keep up the great work, I can't wait for the next videos!
I've seen your vids from the start and am the same age as you. Since 2 years I am a published game designer. Eventhough I dont make TCG's your content has been inspirational. Really awesome that you are working on a new game now! I'll definately follow along and will try to add to the discussion. One thing I would consider is the numbers used as the attack stat. I know you are inspired by Yu-Gi-Oh and they use thosr high numbers. But 400 and 800 to a 5000 health can also be 4 and 8 to a 50 health. A lot of modern games have taken on simpler mathematics. Or perhaps there is even another unique route possible for the attack stat. I love that the game Evolvers has this big catch-up mechanism. As the loser gets stronger basically. And it ends with a bossfight, which is also great for the progression of the game.
I honestly think this series will do very well because it already looks good as in the structure of the game and I can’t wait for it to be a finished product
I love the idea One thing I like best is that in a lot of card games aggro/rush decks are really powerful and often define the meta But in this game it seems that the faster you rush your opponent the stronger they become so I think aggro decks are gonna be worse in this game But you shouldn't completely eliminate this playstyle either cuz a lot of people like it and use it in every card game
I really liked your video's on Chaos Galaxy. It helped me starting to develop a game themed around a fishing tournament. You know how to make cards in certain software which gave me the inspiration to just start out. I'm nearly ready to start playtesting, wish me luck!
Okay... i wanna know if this sounds good (my own tcg idea) So you have fun planets and you make a solar system from planet cards (you can then upgrade the cards with smthn) and after something (very unfinished game) the player with the most points (combined planet levels from solar system) wins, you can *un-level* the opponents cards with like... asteroids or smthn (attacking mechanic) meaning its not just who can level up their planets the fastest, the board would be seperate for both players and would be like a sun with carrd slots around it for planets :) most planet cards would be art + level so not alot and could be smol cards (so its not a massive playing field) balancing : you cant just focus on attacking cos you have to level up to win and you cabt just focus on leveling up bcs the opponent also does that and needs to be attacked ig... (idk, prob needs some more thinking) you can customize tou solar system by picking different planets for you deck or just when your playing, and there isnt any competitive advantage from what cards you pick (cute cards are usually weak, no longer in this tcg) ive been thinking about this idea for just a bit, i forgort about this channel but it showed up on my recommended and i loved the video :)
Its bitter sweet coming upon this video. I was excited to bing all the parts to this because I'm hooked! But then I realized it was made 8 days ago! Lol
Oh my goodness I’ve been trying to make a card game for months I came up with a whole Lotta rules it’s basically the same game you just made man I have to rethink my game
I'd like to say good luck, it can be really scary to start a new project and I wish you well!! I've been watching your channel since the start of Chaos Galaxy and I think it has been awesome to see the game thrive!! Here are my (Worthless) two cents on mechanics. - No tracking / Cards equal victory condition - There's the obvious one of if your deck runs out you lose. This will encourage decks that have the ability to "Mill" (Waste) the opponents deck but also add an interesting dynamic for your own cards that cause you to Draw from that deck. (Spend life / get closer to losing, in order to gain a usable resource right now) You could also have a separate "Life" be made at the start, during setup, draw X cards and place them in this pool. That would also mean that you couldn't rely on 1 powerful card in your deck, because what if this game, it's in your life pool. Could be interesting for diverse decks. Another option for ending the game when a deck runs dry could be a tally. # of enemy creatures defeated / spells used / cards captured or whatever variation. But use the deck as a timer instead of a win/lose condition. - Elementals - If you're trying to distance this game from ChaosGalaxy, perhaps try the spin of Factions instead of elementals. Or kingdoms, gangs, species, etc. - Evolver - Instead of a growing in power "Leader" / avatar, you could have the same mechanic, but allow each level to be customised. Such as, what if they were "Body Guards" individual "Creatures" that you could choose from a set list. That way, even if we pick the same Leader, getting through their body guards would be varied. - Offsetting random - Although the dice roll as a resource is not my cup of tea, it could work for yourself or other people, who am I to argue. However, I would highly recommend adding a way to mitigate the randomness at least a little. Full random games can feel extremely unfair / unfun. Unit abilities that allow you to add to, reroll, roll 2 pick the highest, discard to get X number, etc. Will allow players to use skill and their deck to mitigate this random element but not entirely remove it. (Allowing for the underdog to be lucky and win, as mentioned in the brief) You could also then add interesting abilities that allow you to gently mess with the opponents dice if you wanted.
Im so looking forward to this series, man this is gonna be fun. I haven’t watched you in a while but you honestly changed my life when i was a kid. You inspired me to take art to the next level, thank you so much! I wish you good luck with this new tcg, and since I’m here now, i might as well stick around! ;)
ZACK YOU ARE BACK!!!! Greetings from Endtimes TCG here. I was building my DariosComicschool and DariosTabletopChannel....and Dipped alot into Painting, Gaming, Storytelling and IP. And I learned alot from those Games, Stories, Worlds.... Eager to see whats coming!
Great first video! I love the gameplay section, it reminds me of the constant games I had to play against myself. Looking forward to seeing the end game!
I am so loving this concept so far!! Your Evolvors game was always my favorite when I watched your videos on your old tcgs. I'm super excited you're expanding this idea!! Also, video totally wasn't boring for me, I loved it!! (Though I am a total tabletop design nerd, so this just so happens to be my favorite thing lol). Excited to see what you do next!!
I had the idea the using the Evolvers as a limit to the protectors level at the start of the video, im glad you had the same idea at the end. The idea for this game sounds so simple but so full of possibility, I'm looking forward to the next video, keep up the great work mate.
Excited for the rest of this series, I wonder how you'll expand the game whilst still keeping it simple. As an adult, think it's really easy to get lost in complexity, especially when you've experienced games like Yugioh and MTG. Then again, you want your game to become expandable with new mechanics that uses or at least respects the core rules. Again, quite exciting! :D
Yeah super exciting and definitely an issue I’m conscious of! My favourite design quote is ‘simplicity is complexity solved’, so gonna have to do a lot of solving!
I really like the idea that your leader evolves as you take damage. It's an easy catch up mechanic similar to what the DBZ card game has. It works even better with the restriction on what you can play you came up with later in the video, since it means taking damage effectively works as ramp.
I hope you introduce different elements, it adds a strategic layer and in many cases without elements players will always be choosing the same cards. Love all of this so far and can’t wait to see more!
I like the vid! It's really interesting that your making a new tcg! It feels like it will be a better tcg by the end! I would watch every vid in the series!
I love a new devlog series! Here are my thoughts/suggestions because I want this game to be awesome!: -so, it looks like each players brings a die, deck of cards with power and abilities, and finally their leader card that evolves -great, I like simplicity in components and set up -what about the gameplay though -let's take a step back and analyze why dice are used. They are used for uncertainty/excitement, risk/reward, looser/less serious tone to a game -dice can be used to great affect BUT in this situation, it leads to snowballing, even with the evolving adding to your roll, because players will still roll higher resources and gain card advantage, leaving the other player in a sort of waiting game to get a high enough resource -abilities may solve some issues here but if the core game is mediocre then the abilities will feel like a band aid to an overarching problem If there's one thing I want you to take away from my yapping is that I encourage you not to feel constricted to this kind of system but instead think of whole new ideas that may even circle back and help this game as well. Games are not the decks, probabilities, art, mechanics. Games are an experience! What story/feeling do you want to tell/evoke?
You have inspired me so much that i am even trying to make my own TCG and i do like the idea of protecters and evolvers i think their amazing. Even through I can't understand anything. Thank you😊😊😊
I couldnt read all the comments, so i would like to suggest something in case it isn't mentioned (i also dont know if you are open to suggestions) :D! I really enjoyed the mechanic, but just to make sure that the dice mechanic isnt so dominant as to skew the gameplay you can add or subtract power level of the dice by removing or drawing cards respectively. e.g You roll a 3 but you have a 2-drop , 5-drop, 3-drop , 3-drop you can either play a 3-drop OR play a 2-drop + draw a card OR play a 5-drop discard 2 cards. :D Thats all just throwing an idea. Really good job on your games!
Its so crazy. 6 years ago I started working on a small card game called "Paintcard". Where all cards are created in paint. It has 90 cards and playable, if I would print the cards or I put them into the tts. I watched you, to create cards and get Idea so I dont fully copy all the big once. Right now, its a mix out of Heath Stone and Mtg and its very fun! Im right now back on it, makeing changes and make it simpler. I will enjoy this series and will creat along. Thank you.
I love the triangle format of the game, it reminds me a lot of the Chaotic TCG. Would be interesting if you set up the board like chaotic and had layers of the triangle and had to slowly move towards the enemy revolver to hit it.
I think the simplicity is perfect. Allows for more casual gameplay and I could see this on the shelves as a modern tabletop game amongst exploding kittens and those types of games. You should pitch it to a publisher
Hi Zack, new Viewer and subscriber here. I just found your channel and I'm very surprised to see the extend that you have committed to this. I've always been drawn to game making, although mainly board games and quizzes, but I love tcg's and collect quite a bit. So I'm very excited that there exist this, almost Indie gaming equivalent to tcg's. I'm gonna follow along on your journey and hopefully find more channels like yours. All the best.
Just found your channel but I like your style. Can't wait to follow you on this journey. I like the base idea of your game, but I have two things I want to mention: - Playing cards face down seems like great mechanic, but I think it's also hard to follow with the costs and allows for easy "cheating" (on purpose or not). So it works when playing with friends. But when I think about TCGs I always think about playing strangers as well. And I wouldn't fully trust them here. - I like the dice roll mechanic in terms of a fun board game. But I think it's might be a bit too rng? The range from 1 to 6 seems just too much imo if you really think about an TCG and not just a one-off quick fun board game. But of course these are just two things I noticed. If you're still happy with the ideas, feel free to leave them in (obviously).
Man I’ve legit been watching you since I was like 12-13. I’m turning 20 this year lol. So glad to see you still making stuff. I remember I watched your vid on how to make your own tcg and I stayed up till 4 am drawing. Your vids were a ray of sunshine in a bleak time in my life
@@usedmop glad to see you’re still around!! Thanks for watching dude!
@@ChaosGalaxyTCG of course :) !
Same here man for some random reason my 13 year old self decided this would be one of the few channels i actually "hit the notification bell" for so I never forgot about it, the nostalgia is real and im pumped for this series
In tears
same here, i started watching when i was way younger (i wanna say 7-8) and know im 14
The video we have all been waiting for since you said it is finally upon us
The hype is real!!
Man I remember watching one of your vids YEARS ago and when I clicked on this vid I was like "wait I think I've seen this name before". So cool that you're still at it
@@touim_ thanks dude! Welcome back to the channel!
Same! Literally the same thing lol it's kind of nostalgic
That's happened to me with a couple UA-camrs
I like the base of the system, I think having a single unit that updgrades over the course of the game while you play supporters is a really neat way to do things
I'd definitely be worried about two things, the first being that a lot of board games are going for a completely different style of game than TCGs. Board games are usually a little bit more loose fun experiences whereas card games are strict, syntax based, and (mostly) ultra competitive. The dice roll mechanic is definitely improved a lot by the evolver level catchup system, but I feel like most decks are going to be played in a way where they try to ingnore what the dice does entirely, to focus on consistency. Another issue I can see popping up is just turtling, where you hold back and spam creatures/pick off your opponent's until you can one/two shot your opponent with a bunch of attacks so they never get the chance to level up in the first place
The other primary worry is the evolvers being too linear, I hope there's a faction/mutation system that lets you split down an evolution line instead of just going from a-b-c, but that seems to be down the line
Either way I'm excited, enjoying the base of what you have so far and am looking forward to the ways you can spice the game up in the future!
@@kaydio1121 thanks for the feedback! Yeah it’s a bit of a paradox as I want to make a tcg that’s more casual, but the competitive precision based nature of tcgs makes it hard! Oooh I like the idea of the potential non-linear evolution, that could make things really fun!
Yeah, from reading this comment and not having watched it yet, it reminds me a lot of Vanguard
Thank you for this video :) it gave me the motivation I needed to get back to developing one of my own card games 😁
i plan on following along with this series to make my own game, i anticipate where these videos go
Awesome! Hopefully it can help other TCG makers journeys too…
Me too!!!
Hey amongustoelover! I would love to help u with ur tcg. In exchange u would help me with mine afterwards. Is that something u would be intrested in?
@linkdapuppyandfriends9023 I would love to help u with ur tcg. In exchange u would help me with mine afterwards. Is that something u would be intrested in?
@@BlankCurrency wdym by that
Pretty good video to show you DO NOT need art or a card frame to start running some tests. A lot of new creators get bogged down thinking the game has to look good before it plays good! Put some numbers and words on paper and play the game!
As others have commented, I'm not sure about the dice mechanics - but maybe look at Dragoborne TCG. They used dice in a pretty fair way that didn't really lock you out of the game if you rolled badly but still played a bit of a part.
Another thing I might look at are other games with 1 stat - most bandai games (dragon ball super, digimon, one piece, battle spirits), vanguard, or duel masters. They usually have some way to add or subtract power for the current attack to make it a little more interesting than "bigger number, better person." I'm sure once effects start coming into play that will change.
Finally, I second some kind of Branching path for evolvers - that way there's a bit of mystery and surprise when you evolve into something unexpected, or at least less expected. Maybe a deck can divulge from a pure strategy to a hybrid of 2 archetypes as it evolves.
Let's see how this one....Evolve..ers. Gottem.
The Branching path idea is good. Every game needs a little twist to keep players intrigue.
I've been making custom MTG cards for over 5 years and this was so inspiring to get back into the game development head space. Literally inspired me to start making my own TCG, fantastic video and I watched episode 2 the second it came out!!!!
I'm from Brazil and I've watched your videos practically since the beginning, I create card games too, and I think I'll start creating again... your video inspired me
Not sure on the die roll thing. But otherwise this is a really nice base.
I don't really like luck beyond draw in my games generally but to be fair, the die roll being influenced by the evolver level is a very nice way to make the luck interactable
I'd be warry of a few things though:
1. Mechanics like this generally lead to having people not run high level things or to run things that make them ignore the die roll entirely. I think it'd be good if you gave the high level stuff more reason beyond stats/ability to actually use
2. Having luck based mechanics can also lead to players getting screwed over by their luck here. Rolling a 1 may mean you basically can't do anything here, which is really feel bad. Generally, I prefer it when luck is an assistant in a task and not really what determines that task itself- having something not be playable unless you roll well enough might be really feel bad if someone just gets really unlucky all game. Maybe you can play your monsters no matter what, but if they don't match the rank of the die roll, they die at turn end or something?
I really like the idea of the evolvers. It's something pretty unique, a good way to track health while also giving the game a very easy selling point. You can point to the game and instantly tell what the identifying game mechanic is. And I'm also very glad you didn't take the very old and tired (and frankly, pretty bad) pokemon style evolving system.
Of course, since you did a lot of this work months ago, you may have already dealt with these potential problems lol
but yeah that's my feedback :)
Thanks for the feedback! Really appreciate it! Yeah the dice roll mechanic for sure didn’t feel good testing it out in this episode - I do want some kind of luck element besides the draw but have worked on a few things to make luck work in a skilled player’s favour if that makes sense? We’ll see anyway… still nothing set in stone! And glad you like the evolver mechanic!
@@ChaosGalaxyTCG I'm using dice in my TCG. One thing I found was using only a single die has a completely random outcome as a single d6 will have a 1/6th chance to land on any of it's faces. However, if you use more than one die, then the results become less random. I went through a bunch of math determining the average results of rolling 1, 2, 3, 4, or 5 dice and use those probabilities to help find a balance between luck and consistency in my game. So, if using dice is something that you like the idea of, then checking out the math of multiple dice or even different dice types (ex: d4 or d8 dice) can be something you can do. Also, you can look at different ttrpg systems that use dice and gather inspiration from that too.
I do really like your idea of adding numbers to the dice roll based on what stage your avatar is at. A system like this can definitely bring not only a natural variance in deck archetypes, but variations within the archetypes themselves (ie: an aggro deck that perhaps loses it's first couple of stages to gain a bit of a resource advantage to help flood the board).
Popular opinion alert: I like counting in TCGs. It makes me feel smarter while playing the game rated 6+.
Just found this and I love it, I hope this series will continue. good luck
Finally! Long time viewer, 8 year long viewer spanning multiple UA-cam accounts. Been wanting you to make something new for a long time.
I just started making a tcg and seeing this is really helping.
Seeing Evolvers come back is actually hype! It was my favorites of your old tcgs and it does have a lot of potential! I feel like one thing that could help is maybe adding back a health stat and letting people slowly chip away at the larger protectors so that in a bad position, you can still do something at the very least. I know it would add something to keep track of to the game, but it would help with the problem of being behind causing a snowball effect.
Plus I think the game would benefit from some form of deck building restriction so that it doesn't turn to generic good stuff decks dominating without some serious archetypal powercreep. Overall, I think you have a solid concept! Though I will admit, the die roll mechanic has potential to be super frustrating. Maybe the health mechanic idea could help with that since damage over time could take out a bigger protector but there's still the issue of just running out of cards and being unable to do anything about it.
This is cool! Always loved TCGs. There's several I want to make, but only one will likely be tangible. (A lot are videogame-only, as mechanics are impossible to carry over or prevent cheating, such as level ups)
This is good timing and inspiring. There's a game I'm working on that I'm trying to figure out how to lower game dev scope on, and maybe a trial card game might be perfect. (I'm great at writing, worldbuilding, and the math behind systems I understand...and that's it.)
Yess yess yess! Ive been waiting for this!
Been years since I picked up my game, this is motivating me to pick it back up and remake it
Cant wait to see where this series goes!
Get back to it!! And thanks :)
cant believe ive been watching your channel for 8 years now lol. Really love where this is going and I'm so glad you're bringing back evolvers. Cant wait for episode 2!
i just watched your old evolvers video and honestly looks so much fun i love the protecting the boss mechanic and the evolution, maybe the high level evolver could give passive buffs to the protectors, i used to play comp ygo and i have tried pokemon and magic before and honestly i would love to play this casually with my brother and my friends feels like it'd be a fun night hshahaha love the content keep at it!
The timing of this video is haliours for me, when I was younger I also started a tcg that had so much flaws and now I'm I'm a position where im more experienced skilled in both art and game design knowledge and ready to start developing my new game for real, loved the video its always a joy yo see you again on my feed 🖤🖤
Awesome man! Get on that new game, good luck! 💪💪🔥🔥
Let’s go I love your videos you e inspired me to make my own game I’m so happy you posted
i love this game idea but there is one thing in it which does not make sense. the mechanic of playing cards based on the level of your evolver is a perfect tcg mechanic and it does not need the dice. the reason you wanted a luck mechanic is so someone can’t win on turn one by drawing the best card but without the dice they already can’t do this. the reason is that the most powerful cards can’t be played until the end. with the dice, they could be played early which basically wins the game.
also the evolvers are a really interesting way to add asymmetry into the game. maybe each one would encourage a unique play style or deck building
I play MTG Competitively and Yugioh and Pokémon rarely just for fun. I say one of the most important things for getting someone into a TCG is theming. Magic and Pokémon both have mechanics that mainly go with a certain color and that gives people a sense of identity. “I’m a Grixis player!” (Blue, Black, Red) in Magic, or “I love Psychic decks.” In Pokémon. I think your idea of Elements makes sense, and combining it with an Evolver makes someone feel more involved in their deck. Magic’s most popular format at the moment is Commander, and as the name says it revolves around a singular card that is your commander, capturing that feeling in this game will really help make it take off in my opinion.
As for mechanics, dice rolling being at the forefront seems a little unfun as a terminally unlucky person (luck isn’t real lol) so I’m not so sure I’d enjoy rolling a 1 for multiple turns in a row. That being said the catch up mechanic really helps, and maybe Evolver abilities can also help catch back up. Adding your Evolver level to the die roll makes me imagine powerful protectors that are level 8+ that can only be summoned late in the game off of high rolls. Also cards that manipulate die rolls and maybe spells or things that stay on the field that are not protectors could be cool. Maybe something that buffs your roll or debuffs enemy roll, or buffs/debuffs power of protectors.
I've been making card games off and on for most of my life so far. You have been a massive inspiration to me because you were the first time I really saw an indie card game be made. Seeing someone go through the process of making something makes it easier to start doing it myself
Your box of your old card games really warms my heart for some reason :)
I've watched you since I was like 11, and I've just turned 18. You've formed the basis of a lot of my pre-teen and teenage inspiration, and i wouldn't have made well-over 20 different tcg designs without you.
Thank you so much, Zach
Maybe it's a personal opinion. but I often feel that luck base games can be frustrating because sometime you can play perfectly and still lose? I've felt that way in other TCG's and it's honestly something I try and avoid haha. Maybe there's a way to make the luck aspect steer you down different paths that aren't necessarily better or worse, but make you adapt your game plan. I'm not sure if that makes sense, but it's an idea I've been toying with!
I almost feel like you don't need the dice roll element, at least not for playing Protectors. Only being able to bring out Lv1 Protectors when your Evolver's at stage 1, up to Lv2 when your Evolver's at stage 2, etc., is clean enough design. Maybe you can implement dice rolls in some other aspect of the game. Maybe a lot of effects just require dice rolls or the toss of a coin?
Never seen you before, but really enjoyed this. Looking forward to seeing how the game progresses! If your taking character concepts: Nachoboy was a superhero i made as a kid, might fit with the comical wacky design. Keep up the good work!
Man, I came across this channel YEARS ago, was always very amazed how one person could make such a cool TCG like this. It inspired the younger me to make some (very poorly made) TCGs myself... Recently I've been getting back into the whole TCG concept. Which reminded me of this channel that I used to watch. So I decided to look it up again, and I am so glad to see that you're still uploading, and now starting a new series! I am already looking forward to seeing this series gain more and more episodes until you've made another very cool TCG! 💪
Great video. Please keep the series going, I can't wait.
I really enjoy watching your process a couple things I would consider:
I think arbitrary multiples are a bit outdated and typically more of a Japanese influence, I think the game is easier to understand if instead of '50' you just use 1 as there is no reason for the lowest value to be 50.
There's a mechanic in a board game called subterra where one of the characters can hold pieces in there supply, and swap them in at opportune times, I think this is perfect for your game and could really add some unique flavour, at the start of the game players roll a die, lowest value chooses turn order but that die then goes in the supply. During the game players can choose to use the die they rolled or swap it with the die in the supply to use that instead. I think this is a small change that could make control decks more viable as typically they will Want their controller to lose it's early stages quickly and during this time they could try and farm a 6 into their supply.
It’s crazy, Zach! I have been watching your channel for years now getting so much guidance and help from you, And then I see this new series that you’re doing and you’re trying to create a game and you’re literally creating something so similar that I’ve been working on for three years solid!! lol and I love seeing your process and thought process the mechanics and how you easily balanced the mechanics out. It really helps me open my mind and see more! I never got to you, but I wanted to say thank you for always helping me out and helping everyone create a better TCG for their own game ty much love 💗 🫶
A lot of your ideas sounds like a lot like card fight vanguard. Leader based system , where your leader evolves and gets stronger during the game with a luck aspect. I think vanguard does some things your trying to do a bit better though.
- Levelling up your leader by taking damage feels a bit bad, I feel like my opponent could just play control most of the game and not attack unless they have a large advantage, I think it feels better if the player can level up there leader themselves rather then letting the opponent decide when that happens.
- The luck aspect where dice determine what you can play is a bit to unbalanced, the range of power is to big, reminds me a lot of how dungeon dice monsters played. I also tend to prefer TCGs where all you need to play it is a deck of cards and nothing else, so I would recommend baking any luck based mechanic into the cards themselves like vanguards trigger system, eg Instead of a dice the cards themselves could have numbers on them and at the start of your turn you revel the top card of your deck and use the number on the card (of course you would need to balance this with other mechanics to stop decks filled with the highest cost stuff)
Since you mentioned not wanting to keep track of life and other stuff I would also recommend some of the design stuff that the Digimon card game does, mainly only having one number for attack and defence, effects that apply stat/effect changes only last until the end of your/opponents turns and no effect that cause you to shuffle after the game starts (all search effect look at the top X number of cards and return them to the bottom of the deck or other places depending on the effect).
Anyway that's just my ramblings, good luck with your game I always like seeing how different people design card games
I love the starting mechanics and love this direction of gameplay! Though im not a big fan of dice rolls to determine resource but its truly a great way to showcase the luck element in games and helps players figure out how to properly build decks! I do see 1 flaw in terms of card advantage. As the game seems to be a 2-3 card per turn game i can see that theres a lot of card disadvantage which may cause a player who rolls lower to still continue losing in the late game if they have no way to draw more cards. Especially if the winning player has a card with super big stats. A potential solution would be damage sticking but it goes against the philosophy of not keeping track of stuff. Probably gonna see some cards that help with this once abilities are added but i truly cant wait to see how this game works out!
I’ve been in the process of creating a game which is mix of TCG and wargame. You have a champion against another person’s champion on the battlefield, so it’s a small map with only 1 miniature each. And then you have a deck of 40 cards of weapons, spells, defences etc. you use those cards on your turn (and maybe your opponents turn to for certain cards) to cause them damage, and defend, and each card is very different. Alongside this, you have to also move ur mini strategically across the board to plan you attacks, because some attacks only have a bit of range, others are melee, and maybe ur opponent is behind some terrain.
Whatdya think?
What direction would you like to see this game go….
Evolvers is awesome. The die mechanic is very creative, and I'm excited to see where things go!
I think card abilites are going to need to be very prominent in order to ensure the game can have a complex level to it. In total honesty I am concerned in how much the luck factor will play a role in this game, will roleing a 6 ensure the game for a player undeserving? Very concerning but it may effect its fun and replayability for better or worse.
I think a game that’s super fun would be cool but honestly I would also really like this game to be super skill full and have a ton of depth. It would be a lot harder to create but a push your luck card game that uses luck and skill would be really cool.
Plz don't do life decking. You should watch some kohdok vids for tips in mechanics
i posted my thoughts in a standalone comment :)
I am very excited for this series! The game already seems pretty interesting, I am looking forward to watching it become more polished and playable!
Awesome first episode man, can’t wait for more
You literally inspired me to create my own card game when I was 12 and it is still on the gamecrafter as "Monster mayhem" Im am 16 now and Glad to see you are still making stuff
Man it's been years since i followed chaos galaxy, awesome to see you branch out! I think most other comments nailed it on the head with the dice mechanics, but i dont think they all got the exact reason why.
In most board games you're playing with a group of people; if multiple people are rolling abnormally well or poorly, you can sort of laugh it off due to the casual group environment.
When you're playing a 1v1 card game, it feels a lot more personal in the way you play the game and the results are influenced by only yourself or the opponent. Inherently TCGs also have more self expression and personality as opposed to board games.
That first point is why Commander works in MTG as a 4 player format; it doesnt matter so much that it's wildly unbalanced because it's a fun game mode that's played with a larger group.
Regardless of which direction you go, i look forward to seeing how it turns out!
I've been watching you for years Zach as I loved the idea of making a card game. I recently came back to your channel to see you were making a new TCG and was so excited. Keep up the hard work you're so talented and I cant wait to see this game develop.
It's super cool that you're posting this series and we can follow your journey with the new game. :) Thank you!
i think you are on to something. for the TCG I'm trying to make i took a similar approach with aiming to make a game that doesn't have, or at least has to a much lower extent, the glaring issues that plague the top TCGs today.
Love the luck element of this new game of yours. You even inspired a card for my TCG that will depend on a dice roll! I honestly love where it seems to be going. A welcome change of pace.
Keep up the strong work and may God's speed be with you Zach.
So cool you're at 36k now! I remembered you helped me with my final year project 4 years ago. I haven't forgotten that help dude! Thanks so much!
2:45, about Quacks haha. I love this game a lot, but my gosh do the rats rarely feel enough to catch up with who is in first lmao.
Zack you absolute legend! Thanks to you and your videos I finally got my first prototype in my hands and I can say it just feels AWESOME! Been following your videos for quite some time now and I am really hyped about this new series. Keep up the great work, I can't wait for the next videos!
I've seen your vids from the start and am the same age as you. Since 2 years I am a published game designer. Eventhough I dont make TCG's your content has been inspirational.
Really awesome that you are working on a new game now! I'll definately follow along and will try to add to the discussion.
One thing I would consider is the numbers used as the attack stat. I know you are inspired by Yu-Gi-Oh and they use thosr high numbers. But 400 and 800 to a 5000 health can also be 4 and 8 to a 50 health. A lot of modern games have taken on simpler mathematics. Or perhaps there is even another unique route possible for the attack stat.
I love that the game Evolvers has this big catch-up mechanism. As the loser gets stronger basically. And it ends with a bossfight, which is also great for the progression of the game.
I honestly think this series will do very well because it already looks good as in the structure of the game and I can’t wait for it to be a finished product
I've been making my tcg for a few months now and your videos are a great inspiration! Keep up the good work!
I love the idea
One thing I like best is that in a lot of card games aggro/rush decks are really powerful and often define the meta
But in this game it seems that the faster you rush your opponent the stronger they become so I think aggro decks are gonna be worse in this game
But you shouldn't completely eliminate this playstyle either cuz a lot of people like it and use it in every card game
I really liked your video's on Chaos Galaxy. It helped me starting to develop a game themed around a fishing tournament. You know how to make cards in certain software which gave me the inspiration to just start out. I'm nearly ready to start playtesting, wish me luck!
Okay... i wanna know if this sounds good (my own tcg idea)
So you have fun planets and you make a solar system from planet cards (you can then upgrade the cards with smthn) and after something (very unfinished game) the player with the most points (combined planet levels from solar system) wins, you can *un-level* the opponents cards with like... asteroids or smthn (attacking mechanic) meaning its not just who can level up their planets the fastest, the board would be seperate for both players and would be like a sun with carrd slots around it for planets :) most planet cards would be art + level so not alot and could be smol cards (so its not a massive playing field) balancing : you cant just focus on attacking cos you have to level up to win and you cabt just focus on leveling up bcs the opponent also does that and needs to be attacked ig... (idk, prob needs some more thinking) you can customize tou solar system by picking different planets for you deck or just when your playing, and there isnt any competitive advantage from what cards you pick (cute cards are usually weak, no longer in this tcg) ive been thinking about this idea for just a bit, i forgort about this channel but it showed up on my recommended and i loved the video :)
Its bitter sweet coming upon this video. I was excited to bing all the parts to this because I'm hooked! But then I realized it was made 8 days ago! Lol
Oh my goodness I’ve been trying to make a card game for months I came up with a whole Lotta rules it’s basically the same game you just made man I have to rethink my game
I love episode 1 so I will definitely love the others
I'd like to say good luck, it can be really scary to start a new project and I wish you well!!
I've been watching your channel since the start of Chaos Galaxy and I think it has been awesome to see the game thrive!!
Here are my (Worthless) two cents on mechanics.
- No tracking / Cards equal victory condition -
There's the obvious one of if your deck runs out you lose. This will encourage decks that have the ability to "Mill" (Waste) the opponents deck but also add an interesting dynamic for your own cards that cause you to Draw from that deck. (Spend life / get closer to losing, in order to gain a usable resource right now)
You could also have a separate "Life" be made at the start, during setup, draw X cards and place them in this pool. That would also mean that you couldn't rely on 1 powerful card in your deck, because what if this game, it's in your life pool. Could be interesting for diverse decks.
Another option for ending the game when a deck runs dry could be a tally. # of enemy creatures defeated / spells used / cards captured or whatever variation. But use the deck as a timer instead of a win/lose condition.
- Elementals -
If you're trying to distance this game from ChaosGalaxy, perhaps try the spin of Factions instead of elementals.
Or kingdoms, gangs, species, etc.
- Evolver -
Instead of a growing in power "Leader" / avatar, you could have the same mechanic, but allow each level to be customised. Such as, what if they were "Body Guards" individual "Creatures" that you could choose from a set list. That way, even if we pick the same Leader, getting through their body guards would be varied.
- Offsetting random -
Although the dice roll as a resource is not my cup of tea, it could work for yourself or other people, who am I to argue. However, I would highly recommend adding a way to mitigate the randomness at least a little. Full random games can feel extremely unfair / unfun. Unit abilities that allow you to add to, reroll, roll 2 pick the highest, discard to get X number, etc. Will allow players to use skill and their deck to mitigate this random element but not entirely remove it. (Allowing for the underdog to be lucky and win, as mentioned in the brief)
You could also then add interesting abilities that allow you to gently mess with the opponents dice if you wanted.
It’s awesome that you’re making a new tcg after almost 7 years! I think I’ve watched all of your videos for 6 or 7 years now
Finally, the series I was waiting for for the last 7 years, thanks you man :)
Hope it’s worth the wait! 😂
BROOO SO HYPE, I'VE BEEN WATCHING SINCE LIKE 2019!!! GLAD TO SEE YOU MAKING A NEW PROJECT
Im so looking forward to this series, man this is gonna be fun. I haven’t watched you in a while but you honestly changed my life when i was a kid. You inspired me to take art to the next level, thank you so much! I wish you good luck with this new tcg, and since I’m here now, i might as well stick around! ;)
Perfect
Hell yeah, this the sort of video i've been waiting for someone to make
ZACK YOU ARE BACK!!!! Greetings from Endtimes TCG here. I was building my DariosComicschool and DariosTabletopChannel....and Dipped alot into Painting, Gaming, Storytelling and IP. And I learned alot from those Games, Stories, Worlds.... Eager to see whats coming!
Great first video! I love the gameplay section, it reminds me of the constant games I had to play against myself. Looking forward to seeing the end game!
Fantastic bro I love the simplicity of it.
Super interesting to follow your thought process and creative strategy! Great job, looking forward to the next episodes.
Thanks for following along! :)
I am so loving this concept so far!! Your Evolvors game was always my favorite when I watched your videos on your old tcgs. I'm super excited you're expanding this idea!! Also, video totally wasn't boring for me, I loved it!! (Though I am a total tabletop design nerd, so this just so happens to be my favorite thing lol). Excited to see what you do next!!
Subscribing for this. Very excited to see where this goes!!
@@lukesblog2 glad to have you on board!!
I found your channel at the right time!! I am SO hype for this series. I love seeing the old prototypes btw
First video of yours that I've seen and you're thinking about life decking in the first 5 minutes. Bold, I like it.
First time seeing any of your content. Perfect timing really because I’m almost done with my first game I’m looking to publish.
I had the idea the using the Evolvers as a limit to the protectors level at the start of the video, im glad you had the same idea at the end. The idea for this game sounds so simple but so full of possibility, I'm looking forward to the next video, keep up the great work mate.
I can’t wait to see what you create now I’m already a big fan of chaos galaxy :D
Excited for the rest of this series, I wonder how you'll expand the game whilst still keeping it simple. As an adult, think it's really easy to get lost in complexity, especially when you've experienced games like Yugioh and MTG. Then again, you want your game to become expandable with new mechanics that uses or at least respects the core rules. Again, quite exciting! :D
Yeah super exciting and definitely an issue I’m conscious of! My favourite design quote is ‘simplicity is complexity solved’, so gonna have to do a lot of solving!
Already looking like an insanely good tcg. Really admire your work ethic and dedication to this channel!
Thanks!!!
I really like the idea that your leader evolves as you take damage. It's an easy catch up mechanic similar to what the DBZ card game has. It works even better with the restriction on what you can play you came up with later in the video, since it means taking damage effectively works as ramp.
i loved it so much and especially helped with my new tcg showdown
I hope you introduce different elements, it adds a strategic layer and in many cases without elements players will always be choosing the same cards.
Love all of this so far and can’t wait to see more!
@@ALFTHECOOL I definitely will do! Thanks!!
I like the vid! It's really interesting that your making a new tcg! It feels like it will be a better tcg by the end! I would watch every vid in the series!
ive been a fan for many years now please keep this up
I've been watching since very early on. Very inspiring, helped me through some crazy times
This is good stuff, you have inspired me to create my own indi-TCG, good speed good sir!
I love a new devlog series! Here are my thoughts/suggestions because I want this game to be awesome!:
-so, it looks like each players brings a die, deck of cards with power and abilities, and finally their leader card that evolves
-great, I like simplicity in components and set up
-what about the gameplay though
-let's take a step back and analyze why dice are used. They are used for uncertainty/excitement, risk/reward, looser/less serious tone to a game
-dice can be used to great affect BUT in this situation, it leads to snowballing, even with the evolving adding to your roll, because players will still roll higher resources and gain card advantage, leaving the other player in a sort of waiting game to get a high enough resource
-abilities may solve some issues here but if the core game is mediocre then the abilities will feel like a band aid to an overarching problem
If there's one thing I want you to take away from my yapping is that I encourage you not to feel constricted to this kind of system but instead think of whole new ideas that may even circle back and help this game as well. Games are not the decks, probabilities, art, mechanics. Games are an experience! What story/feeling do you want to tell/evoke?
You have inspired me so much that i am even trying to make my own TCG and i do like the idea of protecters and evolvers i think their amazing. Even through I can't understand anything. Thank you😊😊😊
Awesome! Hopefully it will all make sense in the end 🤪
@@ChaosGalaxyTCGCan you try to make it a bit easier to understand
This tcg looks amazing 🎉 Keep it up Zach 😊
I love your work keep it going!
I couldnt read all the comments, so i would like to suggest something in case it isn't mentioned (i also dont know if you are open to suggestions) :D! I really enjoyed the mechanic, but just to make sure that the dice mechanic isnt so dominant as to skew the gameplay you can add or subtract power level of the dice by removing or drawing cards respectively. e.g You roll a 3 but you have a 2-drop , 5-drop, 3-drop , 3-drop you can either play a 3-drop OR play a 2-drop + draw a card OR play a 5-drop discard 2 cards. :D Thats all just throwing an idea. Really good job on your games!
genuinely brilliant concept for a yt series
Great video as always!
Its so crazy. 6 years ago I started working on a small card game called "Paintcard". Where all cards are created in paint. It has 90 cards and playable, if I would print the cards or I put them into the tts. I watched you, to create cards and get Idea so I dont fully copy all the big once. Right now, its a mix out of Heath Stone and Mtg and its very fun! Im right now back on it, makeing changes and make it simpler. I will enjoy this series and will creat along. Thank you.
12:51 GAME THEORY
I love the triangle format of the game, it reminds me a lot of the Chaotic TCG. Would be interesting if you set up the board like chaotic and had layers of the triangle and had to slowly move towards the enemy revolver to hit it.
Ooh I’ll look into Chaotic, thanks!!
I love this series idea this video was extremely helpful
I think the simplicity is perfect. Allows for more casual gameplay and I could see this on the shelves as a modern tabletop game amongst exploding kittens and those types of games. You should pitch it to a publisher
@@Rager_rabbit_ thanks!! Glad you like the idea, as the game progresses I’m definitely enjoying the casual side of things!!
Hi Zack, new Viewer and subscriber here. I just found your channel and I'm very surprised to see the extend that you have committed to this. I've always been drawn to game making, although mainly board games and quizzes, but I love tcg's and collect quite a bit. So I'm very excited that there exist this, almost Indie gaming equivalent to tcg's. I'm gonna follow along on your journey and hopefully find more channels like yours.
All the best.
Genius video man, I'm likin' the game a lot so far!
can't wait to see how this develops, i always had the idea of making one but i never got to it.
Just found your channel but I like your style. Can't wait to follow you on this journey.
I like the base idea of your game, but I have two things I want to mention:
- Playing cards face down seems like great mechanic, but I think it's also hard to follow with the costs and allows for easy "cheating" (on purpose or not). So it works when playing with friends. But when I think about TCGs I always think about playing strangers as well. And I wouldn't fully trust them here.
- I like the dice roll mechanic in terms of a fun board game. But I think it's might be a bit too rng? The range from 1 to 6 seems just too much imo if you really think about an TCG and not just a one-off quick fun board game.
But of course these are just two things I noticed. If you're still happy with the ideas, feel free to leave them in (obviously).