I like the idea of the kaiju cards' abilities working like an instant in magic and being restricted to only used if the card is still in your hand - That way there is a) some risk-reward in deciding what cards to deploy vs. what cards to keep in hand and b) some amount of hidden information during attacks that players have to consider - are they trying to bait me into using a certain kaiju to defend because they can respond with a card in their hand? Maybe something you've already played with, but that's what stood out to me in the rules. Awesome to watch this grow!
Very nice. Great idea. I'm adding every ones feedback to a document and then I'm going to tweak the mechanics. This is a great shout. I can see this working really well and solving a few issues. Thanks so much for commenting!
In lore you can easily explain the hp as the durability of opposing research sites. Humans may have agreed to co-operate for survival but each side likely wants to be the one to show off their new invention 1st. Honestly I think that there should be some kind of resource gained from a defeated kaiju to fit in theme with the idea that it's humanity researching these creatures and making the best out of a bad situation
You're def onto something here. A few others have suggested similar things. I think it’s an interesting concept to explore. I'm adding all feedback to a document to collate and consider before adding and improving the game, so this will go in there for sure. Thanks.
I really enjoy the idea of the attacker getting to choose which kaiju to pull in from the opponents active zone, I think it creates some nice risk/reward when considering which kaiju to play from hand and whether the benefit of having the kaiju's ability is worth the risk. There are a couple of mechanics I would consider thinking about, like the shared deck and the 7 card in hand rule, and maybe abilities for kaiju. For shared deck, its a cool idea but could hinder creative expression when deckbuilding. When there are enough cards to build your own deck (which i hope it does btw, this project is super cool) synergystic pieces get mixed up and strong decks might start looking samey, with cards with strong stat lines and generic abilities being the best to play. I do think its a cool idea and forces you to think on your toes, creating varied experiences from game to game, but sacrifices a little too much. Maybe a good compromise would be a shared locations deck that both player shuffle together of like 10 cards each that they can then draw and play, with each location having to give different buffs but align with the different elements so they can be random but synergistic. Linking with the previous idea, I think it would be cool if there was room for some kaiju to have passive abilities that can interact with different aspects of the game, like drawing a card at the end of a turn, or "whenever you play a mutant type kaiju, target opponent kaiju gets -1 speed", stuff like that. The effects would be strong, but you run the risk of losing those kaiju on the enemies turn as they can pick who to fight. The calling people out on seven card rule doesnt really interact with other rules or gameplay mechanics that much and opens up an avenue for a "cheating is fine if you didn't catch me" kind of mindset by turning cheating and having extra cards into an advantage that you pay life for. Im super excited to see where this project goes and these videos are super fun, as a lover of kaiju and magic the gathering its really cool to see someone else with similar interests making an awesome looking card game! Take my critisim with a grain of salt, im not a card game developer or anything, i just think the game looks really cool and wanted to put in my 2 cents
Thank you so much for your comment. That's what this channel is for, to hear peoples thoughts and suggestions. Some great points here. I'm going to be collating everyones comments into a document and sifting through to implement some amends to the current mechanic so there's a good chance some of this will make its way in there. I was pretty scared what the feedback would be from this video but its actually really interesting and inspiring hearing peoples thoughts. Gets me excited to implement more additions/changes. Thank you! Keep watching/commenting!
this video gave me a great idea for my own card game that i probably won't do anything about but its always nice to have something to work on in the back of your mind. thanks
your hard work is paying off brother, this is developing into something great. even just the videos and graphics. Regardless of the outcome, youve already created art that will inspire
I love this, i recommend you research games like Radlands or even Marvel snap, where locations play a mayor role. Also shared decks are a fun way to play, like in Forgetful Fish. Keep up the good work ! maybe gaining something if you willingly put a kaiju in the research facility would be cool.
Thank you. Nice thought about the research facility. I've got a few games on my list to check out now, radlands has been mentioned quite a bit, sounds good. 🫶
I like it. This seems kinda like the chaotic card game and digimon.. So what if we took a bit more inspiration from them for the locations. What if we took them out of the deck and made them separate. Each player has 7 (or however many you set), and they have them face down to the side. And before an attack is declared, the attacking player chooses a location from their location deck. These will be shuffled at the beginning of the game. Then, next turn, the opposite player chooses one from their deck and so on. Thisll prevent cases of not having a location card in your hand and just getting beat on. Like when you cant draw a land in magic. And this will have the event cards have more of an effect, and both players can use them on both locations just in case i get a not ideal location from my own deck.
Nice. Good idea. I'm adding every ones comments to a document so i can sift through and amalgamate all the interesting thoughts, so this will go in there! Thanks for taking the time to comment!
This is certainly a unique game so far! I'm looking forward to seeing more. Couple points of feedback: 1. The hand limit callout mechanic is very odd to me. I probably just don't understand it, but I can't imagine it would be that hard to keep track of your opponent's hand because (as far as I can tell), card drawing happens 1 card per turn. (Thus, callouts really wouldn't be much of a risk reward thing. This may also encourage players to actively hide their hands. idk if you want that or not.) Additionally, I don't really see how this mechanic feeds into the actual gameplay loop. It kind of feels like a tack-on? idk, I could be wrong. I'd love to hear your reasoning behind this mechanic. 2. Vague idea, but it might be interesting to add a research point mechanic where players can research the dead Kaiju in their Research Facilities. The points can then be spent on various bonuses. (Potential options for that could be spending research points to grain an extra use of a Kaiju ability, or taking an aspect from the researched Kaiju card and temporarily applying it to your combat card.) It could be cool risk/reward where you either have to give up your turn to research, or gaining points is reliant on the roll of the dice. Could also work well as a kind of comeback mechanic, since losing battles gives you dead Kaiju to research. 3. Very small point of feedback, but it might be nice to include the labels PWR, DEF, SPD underneath each number on the Kaiju cards so the player can reference it in case they forget which number belongs to which stat.
Ooooh. Love it. Great points. The research idea is great as it adds a little narrative too. The hand limit callout seems to be a bit of a negative among most people, so you re nit alone there! I think I'll just scrap that, I'm nit wedded to it and in hindsight it does seem a little shoehorned in. I'll be collating every ones ideas and implementing changes/additions etc so these are great. Thank you! Hope you continue to enjoy!
The Battlefield/location idea, keep that please! It's beautiful. Is the dice roll meant to prevent having the kaiju with the highest Speed never lose a battle?
Thanks for commenting! The dice roll is to give the Kaiju with the highest speed a chance to dodge. Think of it like speed irl. If att kaiju is faster its attack will land but if the def kaiju is faster it has a chance to dodge. It probably does need some thought though.
I think that the 7 card in hand max is an interesting mechanic but might feel out of place if it doesn't relate to other mechanics. I like that there is risk to being greedy with your options. Maybe if you had something that forced the enemy to draw or some penalisation from discarding, either direct or because you might want to keep your discard pile small. Perhaps this inspires some ideas for abilities/events.
Yeah you're right. A few people have mentioned the same. Its prob not that important a feature. Def something for me to consider more. Thanks for commenting. ✌️
Not sure how else the D6 will be used for now, but instead of rolling a d6. Could you flip a coin for the speed check? maybe the player attacking calls the flip and the opposing player flips it so its fair
Well, the game already uses D6s for tracking Kaiju stats, so it's probably just easier to use a physical asset that's already being used in the game instead of introducing a new one for a single mechanic. (So players won't be expected to have a coin as well as 3 or 4d6 per player. Not that it matters that much.) Although I think it would be very funny if the die roll for speed checks was replaced with a game of Frog, Slug, Snake.
Yeah, I guess it could be a coin. That's another physical item to create though. But worth considering in terms of ‘does it have to be a die roll?’ thanks for commenting! I'm collating every ones responses to sift through and implement tweaks.
I am so excited to see this game grow, and with that I'd like to share a few concerns I have as to improve the game. The shared deck doesn't seem like a great idea to me. You mentioned how you wanted to give players variables to allow the game to be more complex, but with a shared deck you strip away those variables from the players. The mechanic of calling out your opponent for having more than 7 cards also seems misplaced to me. It works for a game like UNO, but with games like MTG, Pokemon, or Yugioh it doesn't fit and would just cause frustrations. In good play the opponent will just count your cards and know that you have over 7 and then that mechanic would be avoided at all costs. Finally, the location system. It's a cool idea, but at its current state I feel that a player can just play a location on their turn and change it every turn. There is no reason for any location to stay, it will just change each turn and act as a temporary buff to the attacker with no counter play for the defender. After just criticizing your game that you've worked so hard on, I would like to commend you for making something so cool and interesting. I love the speed mechanic, and the game as a whole has a lot of potential. I subscribed immediately after watching your first video and I will continue being enthralled by your journey. Keep up the good work!
Also, picking which card to attack will lead to only attacking when the player is sure that they will win. Pokemon's tcg is similar to this game, but it allows both players to have choice in what goes up and therefore it leads to there always being a risk and reward for both the defending player and the attacking player. I think you should consider allowing the defending player to choose which kaiju defends, or have a system like Pokemon where each player has a kaiju active at all times.
Thank you. Some really good points. I'm going to keep a track of everybodys suggestions and slowly implement any changes that I think are worthwhile. I think everything you mention here is valid and makes total sense, is thanks for taking the time to comment. That's kind of what this channel is for, to engage a community of people who might be able to see any potential flaws or tweaks that could be made. 🫶
Honestly, it sound cool, but I feel like the events and locations should be random. There might be weather report card to lock in an event, but planning around random terrains and events would really elevate your material.
@@Jimmmm-u7w Sorry if it sounded rude. I was just taking your ideas and extrapulating them. Like for the whole researching the kaijus as they fight, researcher would be looking at how they react to a threats. So fighting to the death would be the worst outcome. I am speaking as one who does not know the full breathe of your lore, so thank you for your videos that allow for this editing to come out of me.
I know this is a super early prototype, but these are just my initial thoughts on a first watch-through. (It’s roughly in the order that topics come up in the video.) (Great video again, btw-I love your style.) 1) Love the shared deck idea. I might be misremembering but I thought you had mentioned you wanted the game to be a collectible tcg? If so are you going to release blind packs? And will players show up with their own deck of 35 and shuffle together? Or are you just releasing versions of the game that simply add or remove cards to the shared deck like Mind Bug? Would love to know! 2) In my opinion, maybe refrain from naming general gaming things like the "research facility." All it does is muddy the players' vocab-most of them will just call it the discard pile anyway. I can understand the purpose of this, though: to help tell a story. It makes sense that when a kaiju is "defeated," it’s brought back to the research facility, but I think calling it that doesn't help the game design enough to warrant leaving it in. One of the best story games I’ve ever played isn’t a narrative game at all, and the cards have only one line of flavor text (most of the time none at all), but it still tells a story effectively through the gameplay itself. This might be hard to envision, so let me give an example: in the game Arcs, you can add asymmetry by choosing a leader for your faction at the beginning of the game. All this card has is art, its name, and its abilities. A great example is the Fuel Drinker, who can spend fuel like normal to do extra things. But the card doesn’t say, “drink fuel to do the extra thing”-it’s implied that’s what he’s doing from context clues. Sorry this point was so long-I hope it’s helpful! 3) Since location cards impact both players, it would be super cool if they were multi-directional or could be read from either side of the table. 4) I’m not sure the "battle zone" is necessary. Choosing a kaiju to attack, moving it to the middle of the table, and then having your opponent do the same for defending feels a little clunky. Maybe remove the battle zone and just have the middle be for locations, with a rule stipulating that you can only attack with one kaiju each turn. It feels especially strange since kaiju retreat and heal right away, so I’m not sure why they’re being moved to the middle. Also, if you do this, you don’t really need the dice, since stats don’t stay modified, and you can do most of that in your head or in the moment. Adding finicky little things like tokens, tickers, or counters you have to add and remove is one of the reasons I moved away from MTG. 5) Speed feels like it needs some love. Your speed being higher only allowing you to roll to see if you maybe dodge isn’t that bad on paper, honestly. But then it kind of trivializes anything that increases or reduces speed, in my opinion. If I have a location that increases my speed, personally, I’d not care to play it since I have terrible luck, and even if it brings me equal to or greater than my enemy’s speed, I’m still just rolling with a 50/50 chance to fail. Maybe a mechanic with speed can be implemented where something adds or reduces a value to that roll? Maybe the difference in speed is applied to a roll or something? Like if it’s 5-5 speed, then it’s a 50/50 roll, but if it’s 4-5 speed, then the defending player gets plus one or can succeed on 3-6 instead of 4-6. Just spitballing here. For me, full randomness almost always kills my enjoyment of games, but some of my favorite games ever are super random EXCEPT I have some way to predict or influence my chances. 6) Okay, so health. This sort of ties back to the second point, but it would seem simpler and more elegant if the rules were just “you win if you defeat X kaiju,” and you could do the chess thing where you take their pieces to your side to track points. This does break the "gotcha" mechanic for the 7-card hand limit rule, but I don’t think that rule is super impactful to the game anyway. You can have 7 cards in your hand max; if at the end of your turn you have more, you have to discard down-simple as that. Adding a mechanic where a player can call you out for having more almost invites the challenge, like, "Maybe I can pull off having 8 cards if they don’t catch me." But 1) that doesn’t seem super beneficial, and 2) I could be misinterpreting here, but I don’t think this is meant to be a bluffing game. TL;DR: remove health and the gotcha hand limit mechanic, and make the win condition tied to kaiju defeats. You could even scale this for more players, like in a 3-4player game, you’d need to destroy fewer or more total kaiju. 7) This is something that might require a total rehaul, and if it clashes with your vision of the game, ignore it (same is true for all my other points). This ties into a couple of my previous points, but there are a couple of mechanics that feel unimportant based on the fact that all information is public during a battle. In the example you give around 22 minutes, if the defending kaiju had less speed or a different ability, Player 1 would never choose to attack them, or it would be very obvious to choose to attack them. This is hard to explain, so let me try to give another example. I can look at the whole board and see if I have anything that beats their stuff. If I do, I can look at their stuff and make sure none of their abilities can stop me. If they can’t, I have no reason not to attack that kaiju; or if they can, I have no reason TO attack that kaiju. This makes it so that (once the players get a decent handle on the game) an attack will never get declared unless a defeat is guaranteed on either side. One way to ratify this is to make an instant/sorcery-type card that can be played at any time from your hand to impact the battlefield. Or maybe make it so that locations can be played at any time, so that even if I’m defending, I can force my opponent into a water area to give me a leg up and not be defeated. Keep in mind, you cannot please everyone, and I have no credentials other than I play a lot of games, haha. Take everything I say with a grain of salt. Don’t feel like you have to implement it all, and first and foremost, make a game YOU find fun. Much love, and keep up the good work!
Wow. Thank you. This is such a thoughtful and well considered comment. All of your points are really valid and interesting. I'll be collating every ones comments into some kind of (probably very messy) document and condensing them into key points that I can use to refine the game. Honestly I was very worried releasing details of the mechanics incase people didn't interact (or worse just slated them), but comments like this get me really excited for potential tweaks/additions/changes. There’s def some stuff in here that I’ll be implementing I think. TY. Hope you carry on enjoying the videos. 🫶
What ks the differencd between dealing x damage, gaining x str or the opossing kaiju losing x def? Because, being a 1v1 battle with oneshot mechanics makes them basically the same from what i understood
Also, when does one puts cards on the active zone? Because on the example the player on the top side ended without kaijus on the start of his opponent turn. And then what happens? Can the player attack directly?
It’s like balancing your PWR vs the opponents DEF, so gaining PWR or DEF buffs and inflicting debuffs help you to either win or defend an attack. Balancing these numbers essentially becomes the struggle of the battle, searching for ways to buff/debuff in order to win/survive. One card is put in the active zone per turn. In that example, as it stands atm player 2 would be unable to attack. But its a good point you raise and something that probably needs considering, what should happen in that scenario. Thanks for the comment. Any ideas are welcome. 😉
Well, considering that half kaiju movies are about them rampaging through cities, it would make sense that if there is not an opposing kaiju, it would attack the researchers (opponent). So maybe attacking directly but not being able to use kaiju effects would make sense. That said that would make board bouncing effects quite powerful, specially if you can only replenish the active zone one card at a time
Unless that kind of super effects have the caveat of ending your turn. That way it gives the opponent a chance to restablish some defense before you can go to town over them
@@emmanuellonghino5846 hmmmm, yes. Interesting ideas, there's definitely something here to be investigated. I'm adding everything to a document and will then look at every ones feedback and work out ideas for implementing. Thanks for the feedback. Really good points. 🙏
In the case of the player now having no Kaiju in their active use zone, what happens then? Does player 2 just play a Kaiju and deal damage equal to its power?
Love the location/battleground idea. I don't really understand the hand limit - draw 7 cards, you must discard any extra cards over 7, player 1 skips the draw meaning player 2 draws on their first turn up to 8 and they must discard. So player 1 could instantly say "you have 8 cards" and they immediately lose 1 health. Unless player 2 draws 6 so that their first turn brings them to 7. I'm not sure the hiding hand size should be a thing. Held cards and graveyards are usually free information. I.e can be requested by any player at any time.
Thanks for commenting. Its a good point and one others have made too. I think the 7 card limit is gonna be the first thing to be scrapped TBH. There are lots of flaws with it and not many pros.
I like the idea of the kaiju cards' abilities working like an instant in magic and being restricted to only used if the card is still in your hand - That way there is a) some risk-reward in deciding what cards to deploy vs. what cards to keep in hand and b) some amount of hidden information during attacks that players have to consider - are they trying to bait me into using a certain kaiju to defend because they can respond with a card in their hand? Maybe something you've already played with, but that's what stood out to me in the rules. Awesome to watch this grow!
Very nice. Great idea. I'm adding every ones feedback to a document and then I'm going to tweak the mechanics. This is a great shout. I can see this working really well and solving a few issues. Thanks so much for commenting!
In lore you can easily explain the hp as the durability of opposing research sites. Humans may have agreed to co-operate for survival but each side likely wants to be the one to show off their new invention 1st. Honestly I think that there should be some kind of resource gained from a defeated kaiju to fit in theme with the idea that it's humanity researching these creatures and making the best out of a bad situation
You're def onto something here. A few others have suggested similar things. I think it’s an interesting concept to explore. I'm adding all feedback to a document to collate and consider before adding and improving the game, so this will go in there for sure. Thanks.
I really enjoy the idea of the attacker getting to choose which kaiju to pull in from the opponents active zone, I think it creates some nice risk/reward when considering which kaiju to play from hand and whether the benefit of having the kaiju's ability is worth the risk.
There are a couple of mechanics I would consider thinking about, like the shared deck and the 7 card in hand rule, and maybe abilities for kaiju.
For shared deck, its a cool idea but could hinder creative expression when deckbuilding. When there are enough cards to build your own deck (which i hope it does btw, this project is super cool) synergystic pieces get mixed up and strong decks might start looking samey, with cards with strong stat lines and generic abilities being the best to play. I do think its a cool idea and forces you to think on your toes, creating varied experiences from game to game, but sacrifices a little too much. Maybe a good compromise would be a shared locations deck that both player shuffle together of like 10 cards each that they can then draw and play, with each location having to give different buffs but align with the different elements so they can be random but synergistic.
Linking with the previous idea, I think it would be cool if there was room for some kaiju to have passive abilities that can interact with different aspects of the game, like drawing a card at the end of a turn, or "whenever you play a mutant type kaiju, target opponent kaiju gets -1 speed", stuff like that. The effects would be strong, but you run the risk of losing those kaiju on the enemies turn as they can pick who to fight.
The calling people out on seven card rule doesnt really interact with other rules or gameplay mechanics that much and opens up an avenue for a "cheating is fine if you didn't catch me" kind of mindset by turning cheating and having extra cards into an advantage that you pay life for.
Im super excited to see where this project goes and these videos are super fun, as a lover of kaiju and magic the gathering its really cool to see someone else with similar interests making an awesome looking card game!
Take my critisim with a grain of salt, im not a card game developer or anything, i just think the game looks really cool and wanted to put in my 2 cents
Thank you so much for your comment. That's what this channel is for, to hear peoples thoughts and suggestions. Some great points here. I'm going to be collating everyones comments into a document and sifting through to implement some amends to the current mechanic so there's a good chance some of this will make its way in there. I was pretty scared what the feedback would be from this video but its actually really interesting and inspiring hearing peoples thoughts. Gets me excited to implement more additions/changes. Thank you! Keep watching/commenting!
@@Jimmmm-u7w Will do! its really exciting to see u taking in feedback and I'm really excited to see how the game and channel develop!
I really like the three dice to track changes in the three stats, that seems like a cool and neat stylistic choice to me
Thanks. Its had mixed feedback so far but I think it could potentially help with tracking.
this video gave me a great idea for my own card game that i probably won't do anything about but its always nice to have something to work on in the back of your mind. thanks
That's awesome! Go for it!
As long as the game creator encourages and supports the community's engineering there will be ways to develop the game
Good point. True.
your hard work is paying off brother, this is developing into something great. even just the videos and graphics. Regardless of the outcome, youve already created art that will inspire
Thank you so much 😀and thanks for taking the time to comment.
Opening made me think “am I a man or a muppet”
I love this, i recommend you research games like Radlands or even Marvel snap, where locations play a mayor role. Also shared decks are a fun way to play, like in Forgetful Fish. Keep up the good work ! maybe gaining something if you willingly put a kaiju in the research facility would be cool.
Thank you. Nice thought about the research facility. I've got a few games on my list to check out now, radlands has been mentioned quite a bit, sounds good. 🫶
I like it. This seems kinda like the chaotic card game and digimon.. So what if we took a bit more inspiration from them for the locations. What if we took them out of the deck and made them separate. Each player has 7 (or however many you set), and they have them face down to the side. And before an attack is declared, the attacking player chooses a location from their location deck. These will be shuffled at the beginning of the game. Then, next turn, the opposite player chooses one from their deck and so on. Thisll prevent cases of not having a location card in your hand and just getting beat on. Like when you cant draw a land in magic. And this will have the event cards have more of an effect, and both players can use them on both locations just in case i get a not ideal location from my own deck.
Nice. Good idea. I'm adding every ones comments to a document so i can sift through and amalgamate all the interesting thoughts, so this will go in there! Thanks for taking the time to comment!
The aesthetic is so cool
TY!
Will be keeping up with development. Excellent stuff
holy fucknuts the music and visuals.
I feel very close to your thoughts and process, I’m doing a similar one while developing my physical games
TY ☺️
This is certainly a unique game so far! I'm looking forward to seeing more.
Couple points of feedback:
1. The hand limit callout mechanic is very odd to me. I probably just don't understand it, but I can't imagine it would be that hard to keep track of your opponent's hand because (as far as I can tell), card drawing happens 1 card per turn. (Thus, callouts really wouldn't be much of a risk reward thing. This may also encourage players to actively hide their hands. idk if you want that or not.) Additionally, I don't really see how this mechanic feeds into the actual gameplay loop. It kind of feels like a tack-on? idk, I could be wrong. I'd love to hear your reasoning behind this mechanic.
2. Vague idea, but it might be interesting to add a research point mechanic where players can research the dead Kaiju in their Research Facilities. The points can then be spent on various bonuses. (Potential options for that could be spending research points to grain an extra use of a Kaiju ability, or taking an aspect from the researched Kaiju card and temporarily applying it to your combat card.)
It could be cool risk/reward where you either have to give up your turn to research, or gaining points is reliant on the roll of the dice. Could also work well as a kind of comeback mechanic, since losing battles gives you dead Kaiju to research.
3. Very small point of feedback, but it might be nice to include the labels PWR, DEF, SPD underneath each number on the Kaiju cards so the player can reference it in case they forget which number belongs to which stat.
Ooooh. Love it. Great points. The research idea is great as it adds a little narrative too. The hand limit callout seems to be a bit of a negative among most people, so you re nit alone there! I think I'll just scrap that, I'm nit wedded to it and in hindsight it does seem a little shoehorned in. I'll be collating every ones ideas and implementing changes/additions etc so these are great. Thank you! Hope you continue to enjoy!
The Battlefield/location idea, keep that please! It's beautiful. Is the dice roll meant to prevent having the kaiju with the highest Speed never lose a battle?
Thanks for commenting! The dice roll is to give the Kaiju with the highest speed a chance to dodge. Think of it like speed irl. If att kaiju is faster its attack will land but if the def kaiju is faster it has a chance to dodge. It probably does need some thought though.
I think that the 7 card in hand max is an interesting mechanic but might feel out of place if it doesn't relate to other mechanics. I like that there is risk to being greedy with your options. Maybe if you had something that forced the enemy to draw or some penalisation from discarding, either direct or because you might want to keep your discard pile small. Perhaps this inspires some ideas for abilities/events.
Yeah you're right. A few people have mentioned the same. Its prob not that important a feature. Def something for me to consider more. Thanks for commenting. ✌️
Sounds like i would love to have someone by my side to kalkulate battle for me.
PC
Not sure how else the D6 will be used for now, but instead of rolling a d6. Could you flip a coin for the speed check? maybe the player attacking calls the flip and the opposing player flips it so its fair
Well, the game already uses D6s for tracking Kaiju stats, so it's probably just easier to use a physical asset that's already being used in the game instead of introducing a new one for a single mechanic. (So players won't be expected to have a coin as well as 3 or 4d6 per player. Not that it matters that much.)
Although I think it would be very funny if the die roll for speed checks was replaced with a game of Frog, Slug, Snake.
Yeah, I guess it could be a coin. That's another physical item to create though. But worth considering in terms of ‘does it have to be a die roll?’ thanks for commenting! I'm collating every ones responses to sift through and implement tweaks.
I am so excited to see this game grow, and with that I'd like to share a few concerns I have as to improve the game.
The shared deck doesn't seem like a great idea to me. You mentioned how you wanted to give players variables to allow the game to be more complex, but with a shared deck you strip away those variables from the players.
The mechanic of calling out your opponent for having more than 7 cards also seems misplaced to me. It works for a game like UNO, but with games like MTG, Pokemon, or Yugioh it doesn't fit and would just cause frustrations. In good play the opponent will just count your cards and know that you have over 7 and then that mechanic would be avoided at all costs.
Finally, the location system. It's a cool idea, but at its current state I feel that a player can just play a location on their turn and change it every turn. There is no reason for any location to stay, it will just change each turn and act as a temporary buff to the attacker with no counter play for the defender.
After just criticizing your game that you've worked so hard on, I would like to commend you for making something so cool and interesting. I love the speed mechanic, and the game as a whole has a lot of potential. I subscribed immediately after watching your first video and I will continue being enthralled by your journey. Keep up the good work!
Also, picking which card to attack will lead to only attacking when the player is sure that they will win. Pokemon's tcg is similar to this game, but it allows both players to have choice in what goes up and therefore it leads to there always being a risk and reward for both the defending player and the attacking player. I think you should consider allowing the defending player to choose which kaiju defends, or have a system like Pokemon where each player has a kaiju active at all times.
Thank you. Some really good points. I'm going to keep a track of everybodys suggestions and slowly implement any changes that I think are worthwhile. I think everything you mention here is valid and makes total sense, is thanks for taking the time to comment. That's kind of what this channel is for, to engage a community of people who might be able to see any potential flaws or tweaks that could be made. 🫶
What is that font you are using? its just amazing!
Its called MBA SLICE MONO. I've tweaked certain characters though - mostly the numbers.
Honestly, it sound cool, but I feel like the events and locations should be random. There might be weather report card to lock in an event, but planning around random terrains and events would really elevate your material.
Great idea! I'm collating all feedback to implement some changes. This is a good one!
@@Jimmmm-u7w
Sorry if it sounded rude. I was just taking your ideas and extrapulating them. Like for the whole researching the kaijus as they fight, researcher would be looking at how they react to a threats. So fighting to the death would be the worst outcome. I am speaking as one who does not know the full breathe of your lore, so thank you for your videos that allow for this editing to come out of me.
@@Dove-g9c no worries. Didn't come over as rude, I welcome the feedback! Thank you!
I know this is a super early prototype, but these are just my initial thoughts on a first watch-through. (It’s roughly in the order that topics come up in the video.)
(Great video again, btw-I love your style.)
1) Love the shared deck idea. I might be misremembering but I thought you had mentioned you wanted the game to be a collectible tcg? If so are you going to release blind packs? And will players show up with their own deck of 35 and shuffle together? Or are you just releasing versions of the game that simply add or remove cards to the shared deck like Mind Bug? Would love to know!
2) In my opinion, maybe refrain from naming general gaming things like the "research facility." All it does is muddy the players' vocab-most of them will just call it the discard pile anyway. I can understand the purpose of this, though: to help tell a story. It makes sense that when a kaiju is "defeated," it’s brought back to the research facility, but I think calling it that doesn't help the game design enough to warrant leaving it in. One of the best story games I’ve ever played isn’t a narrative game at all, and the cards have only one line of flavor text (most of the time none at all), but it still tells a story effectively through the gameplay itself. This might be hard to envision, so let me give an example: in the game Arcs, you can add asymmetry by choosing a leader for your faction at the beginning of the game. All this card has is art, its name, and its abilities. A great example is the Fuel Drinker, who can spend fuel like normal to do extra things. But the card doesn’t say, “drink fuel to do the extra thing”-it’s implied that’s what he’s doing from context clues. Sorry this point was so long-I hope it’s helpful!
3) Since location cards impact both players, it would be super cool if they were multi-directional or could be read from either side of the table.
4) I’m not sure the "battle zone" is necessary. Choosing a kaiju to attack, moving it to the middle of the table, and then having your opponent do the same for defending feels a little clunky. Maybe remove the battle zone and just have the middle be for locations, with a rule stipulating that you can only attack with one kaiju each turn. It feels especially strange since kaiju retreat and heal right away, so I’m not sure why they’re being moved to the middle. Also, if you do this, you don’t really need the dice, since stats don’t stay modified, and you can do most of that in your head or in the moment. Adding finicky little things like tokens, tickers, or counters you have to add and remove is one of the reasons I moved away from MTG.
5) Speed feels like it needs some love. Your speed being higher only allowing you to roll to see if you maybe dodge isn’t that bad on paper, honestly. But then it kind of trivializes anything that increases or reduces speed, in my opinion. If I have a location that increases my speed, personally, I’d not care to play it since I have terrible luck, and even if it brings me equal to or greater than my enemy’s speed, I’m still just rolling with a 50/50 chance to fail. Maybe a mechanic with speed can be implemented where something adds or reduces a value to that roll? Maybe the difference in speed is applied to a roll or something? Like if it’s 5-5 speed, then it’s a 50/50 roll, but if it’s 4-5 speed, then the defending player gets plus one or can succeed on 3-6 instead of 4-6. Just spitballing here. For me, full randomness almost always kills my enjoyment of games, but some of my favorite games ever are super random EXCEPT I have some way to predict or influence my chances.
6) Okay, so health. This sort of ties back to the second point, but it would seem simpler and more elegant if the rules were just “you win if you defeat X kaiju,” and you could do the chess thing where you take their pieces to your side to track points. This does break the "gotcha" mechanic for the 7-card hand limit rule, but I don’t think that rule is super impactful to the game anyway. You can have 7 cards in your hand max; if at the end of your turn you have more, you have to discard down-simple as that. Adding a mechanic where a player can call you out for having more almost invites the challenge, like, "Maybe I can pull off having 8 cards if they don’t catch me." But 1) that doesn’t seem super beneficial, and 2) I could be misinterpreting here, but I don’t think this is meant to be a bluffing game. TL;DR: remove health and the gotcha hand limit mechanic, and make the win condition tied to kaiju defeats. You could even scale this for more players, like in a 3-4player game, you’d need to destroy fewer or more total kaiju.
7) This is something that might require a total rehaul, and if it clashes with your vision of the game, ignore it (same is true for all my other points). This ties into a couple of my previous points, but there are a couple of mechanics that feel unimportant based on the fact that all information is public during a battle. In the example you give around 22 minutes, if the defending kaiju had less speed or a different ability, Player 1 would never choose to attack them, or it would be very obvious to choose to attack them. This is hard to explain, so let me try to give another example. I can look at the whole board and see if I have anything that beats their stuff. If I do, I can look at their stuff and make sure none of their abilities can stop me. If they can’t, I have no reason not to attack that kaiju; or if they can, I have no reason TO attack that kaiju. This makes it so that (once the players get a decent handle on the game) an attack will never get declared unless a defeat is guaranteed on either side. One way to ratify this is to make an instant/sorcery-type card that can be played at any time from your hand to impact the battlefield. Or maybe make it so that locations can be played at any time, so that even if I’m defending, I can force my opponent into a water area to give me a leg up and not be defeated.
Keep in mind, you cannot please everyone, and I have no credentials other than I play a lot of games, haha. Take everything I say with a grain of salt. Don’t feel like you have to implement it all, and first and foremost, make a game YOU find fun.
Much love, and keep up the good work!
Wow. Thank you. This is such a thoughtful and well considered comment. All of your points are really valid and interesting. I'll be collating every ones comments into some kind of (probably very messy) document and condensing them into key points that I can use to refine the game. Honestly I was very worried releasing details of the mechanics incase people didn't interact (or worse just slated them), but comments like this get me really excited for potential tweaks/additions/changes. There’s def some stuff in here that I’ll be implementing I think. TY. Hope you carry on enjoying the videos. 🫶
@ of course man! Honestly it’s so exciting to be a part of something so cool and unique. Can’t wait to continue this journey and see where it goes!
Never heard of a card game were you share a deck interesting.
I think this would maybe just be ne wya to play. There would likely be game modes in the future which allow you to build your own decks etc.
Interesting
🙏
What's the software 1:14
Its Affinity Designer on ipad.
You should try the game "King of Tokyo"
It's a fun board game about kaijus ;)
Ah, I’ll check it out, thanks. Which version? There seem to be a few…
@@Jimmmm-u7w I played the original, but you can try the other versions!
I love your videos and hope to see more about your game!
@@Victor-yc8fd thanks. I'll check it out. There's one called KOT Duel which looks quite interetsing.
What ks the differencd between dealing x damage, gaining x str or the opossing kaiju losing x def? Because, being a 1v1 battle with oneshot mechanics makes them basically the same from what i understood
Also, when does one puts cards on the active zone? Because on the example the player on the top side ended without kaijus on the start of his opponent turn. And then what happens? Can the player attack directly?
It’s like balancing your PWR vs the opponents DEF, so gaining PWR or DEF buffs and inflicting debuffs help you to either win or defend an attack. Balancing these numbers essentially becomes the struggle of the battle, searching for ways to buff/debuff in order to win/survive. One card is put in the active zone per turn. In that example, as it stands atm player 2 would be unable to attack. But its a good point you raise and something that probably needs considering, what should happen in that scenario. Thanks for the comment. Any ideas are welcome. 😉
Well, considering that half kaiju movies are about them rampaging through cities, it would make sense that if there is not an opposing kaiju, it would attack the researchers (opponent). So maybe attacking directly but not being able to use kaiju effects would make sense. That said that would make board bouncing effects quite powerful, specially if you can only replenish the active zone one card at a time
Unless that kind of super effects have the caveat of ending your turn. That way it gives the opponent a chance to restablish some defense before you can go to town over them
@@emmanuellonghino5846 hmmmm, yes. Interesting ideas, there's definitely something here to be investigated. I'm adding everything to a document and will then look at every ones feedback and work out ideas for implementing. Thanks for the feedback. Really good points. 🙏
Words for the algo
TY!
In the case of the player now having no Kaiju in their active use zone, what happens then? Does player 2 just play a Kaiju and deal damage equal to its power?
Good point. Others have raised this too. Needs thought, is the simple answer! 😄
More more more more more
Mocking bird
?
Love the location/battleground idea.
I don't really understand the hand limit - draw 7 cards, you must discard any extra cards over 7, player 1 skips the draw meaning player 2 draws on their first turn up to 8 and they must discard. So player 1 could instantly say "you have 8 cards" and they immediately lose 1 health.
Unless player 2 draws 6 so that their first turn brings them to 7.
I'm not sure the hiding hand size should be a thing. Held cards and graveyards are usually free information. I.e can be requested by any player at any time.
Thanks for commenting. Its a good point and one others have made too. I think the 7 card limit is gonna be the first thing to be scrapped TBH. There are lots of flaws with it and not many pros.