Now that I think on it, I don't think creatures actually freely move onto your enemy's lands. The only times we see that happen in the first episode, both times with the Pig, is when it's flooped and activates its effect, and when it goes to attack the Wandering Bald Man. When flooped, the Pig returns to his side after eating the corn and tries to return after defeating the Wandering Bald Man. On top of this, Jake seems to declare attacks while his Husker Knights are still in his land. This seems to indicate that creatures move onto lands when their effects indicate they would, and also when they attack, but immediately move back once they are finished.
Fully removing tags is a bad idea imo. You don’t have to make functionality around the tags, like the fire tag being powerful against the ice tag, but you should keep the, in because it opens the design space. In the first set of yugioh cards, they had tags and attributes which were almost completely non-functional. Their monster type system was only used by 5 equip spells and nothing else, and the attributes had zero functionality. Plus the level system was spread out over 7 levels with only 3 functional differences between them (levels 5/6 require one tribute and level 7+ requires 2, which could’ve been implemented as levels 1, 2, and 3). Plus they had exactly 1 trap card and no effect monsters making the normal tag redundant. In magic, they had to make a “grand creature type update” to the core rules to errata all their cards to have creature subtypes which are all just tags with no inherent functionality to them. Even if you don’t implement any sort of mechanics around the tags, having some tags present opens up the design space for card effects to interact with them later on down the line. And if you do end up designing some inherent functionality with them, you won’t have to go back and redo all the tags and the new cards you’ve made since now will have tags on them already. The tags allow for card interactions where one card can effect multiple other cards without needing to list them by name or worry about future cards not being listed. It would be foolish to completely do away with tags at this stage of development.
Absolutely this. Tags are good since you can have cards that interact with tags. While they don't do anything now, it's a good thing to have for future design space
Card Suggestion: Wheel of 300% Failure Artifact Destroy 3 lands and all creature and structures on those lands as an additional cost to construct this artifact. If your hand is empty at the end of your discard & draw phase, draw a card. Flavor Text: And after all that, the Glob darned thing is still broken!
"You can draw without discarding by letting your opppnent draw 2 cards." could be a more interesting way to do draw at empty hand. Tradeoff for desperation times.
Removing tags seems like a really bad idea, *especially* if you're making a videogame. The ability to search cards by tags while building a deck seems extremely useful, and the potential for later uses far outweighs the minor cost of having a little bit more text on the cards.
I once made the mistake of wanting to learn how to code myself when I already had a experience programmer willing to work on my project. My ego made me think I could do everything, when I could have focused on design. Which I think applies here a little.
I think the video game is the right way to go after you get everything sorted out on paper, I feel like half the fun of the game would just be watching the moving characters on the board fight each other in all sorts of crazy ways. It should be a game that you could actually play on the table top but to get the full experience should be played virtually.
That sounds cool indeed, but you should probably be waiting for 10+ years unless you can get an experienced team with a good budget for it. Not to mention that the game has to be ready for that
@@Cfdrifbloom That's what it would take if this were a AAA developer. Indie devs are nuts man. Give them a paperclip and a peanut and you'll have an amazing game in a year. Assuming of course, that they get really into the project that is the game they're making.
Add mariage and divorce papaers. Mariage is a card, much like the emotion cards that makes the most resently played creature card of both side into a mariage. Married cards cant damage eachother and copies of the cards being married cant damage eachother as long as the cards are still married. Divorce papers divorce the latest marage (yes their can be more mariages at the same time). Divorce papers are found in your deck, however, if their are to many marriages then the last two couples divorce.
A suggestion I've seen early on is that economy, auctioning and worker placement could just be specific mechanics to certain cards instead of always existing in the background. Although the problem I see with designing that is that your opponent couldn't interact with them unless they also have those card mechanics. It's especially important in the case of worker placement, where workers normally compete for spots.
Maybe instead of having to discard to draw on your turn, you could have the option to discard something on the field of play. Still keeping the card advantage neutral but provides an opportunity to switch up your tactics provided you need to find a new strategical direction within the game. Also playing around with the idea of interacting with the discard pile could be interesting. Certain cards could have beneficial effects when being discarded, making it so you don’t just always discard “the worst card”. Creating an element around this idea could be cool, something like undead. Where the gimmick could be that the discard pile almost serves as a second hand. Could be confusing or too overpowered to implement but I think would be a good inclusion without stretching the base parameters of the game too heavily. This gimmick is something that comes up a lot in yugioh and one of the components of the game that make it feel dynamic. Great work on this, can’t wait to see where this project goes!
0:45-2:05 How about, you get a... "+1" or something stronger if you are on your land 2:05-4:50 mhm... maybe just a 1d6 or something less... 6:25-9:30 Mhm... ya, maybe in diffent game or maybe have the other player draw as well ? 9:50-11:15 Same with me
What if, when you run out of cards, both you AND your opponent draw? That way you could still keep playing, but it also benefits your opponent by keeping you from gaining a card advantage. It might actually benefit your opponent more as a penalty for you running out of cards, since they can still discard and draw, choosing which cards to keep, while you have to rely on luck, having played all your cards without regard to whether it'd be better to wait to discard one of your weaker ones.
In the episode where the corn archer was in front of the green grid used for the economy I think that may be a kind of upgrade system. So that each piece would have a beginning value position at the centre of the square where no buffs are applied but can use money to manipulate the value of a piece to have more attack and hp but would limited or have a debuff. So lets say you want more attack you could move a pieces value through the use of money to the top right side of the grid to get lets say 3+ attack but would receive no extra health from the buff but if you were to move the pieces value to the bottom left of the grid it would get 3+ hp but no extra attack from the buff while the other corners and squares can be a mix of the two. From the position of the corn archer we could also infer that this may only be possible for a piece if they are in their homeland and not in a certain state i.e. working, resting, attacking etc. But for this board game this could also just be considered a total buff for a players side. This would be able to be changed during the game through the use of money but would allow for people to take a more defensive approach (more hp) or an offensive approach (more attack).
With the resource advantage problem, I could see a way to make things 'escalate' without breaking that balance: some way to use the economy system to buy an extra draw for all players. You get a bigger hand and more chances to draw what you want, but so does everyone else also, maybe this is just my personal preference coming out when it comes to card games like this, but an element with heavy emphasis on cycling through one's deck might be interesting. effects like discarding all your cards in your hand and drawing new ones, shuffling your discard pile into your draw pile, and so on. could be necromancy-themed? and with the last video's addition of adding more cards to your deck via lands and buildings deck builder style, i think it's important for elements to have ways to *thin* the deck as well, destroying unwanted cards so they're not in the way of the good stuff
Idk if you've actually missed it but one thing I've noticed is that jake and finn have way more cards in play than five. @4.51 Jake has five in hand and a bunch on the table. I've not played the game so I can only say from an outside perspective because 4 of them are lands and idk how they work tbh, and it looks like maybe a discard or something, but it still adds up to more resources than 5. I'm not sure you could have missed that after pouring over it so much but comparing the footage of you playing with the show, it just looks like they have way more resources. (not shade, genuine intertest). So I guess my question would be, do you think the game is better with so few total available resources or is that what the economy is suppose to be addressing?
CONSIDER Behavior element Creatures and abilities are dedicated to manipulating and using the behavior card deck, so for example making the opponent draw from the deck, or drawing for yourself, or holding multiple cards that you can play on your own creatures, or even choosing the behavior of a creature. Another mechanic could be drawing two behavior cards and choosing one to play and your opponent has to play the other one, just things like that. Not really a seriously competitive element, but it would be really funny, and has the potential to be ridiculously overpowered with the right luck and completely useless with the wrong luck. Sorry if the behavior mechanics are slightly different to what I'm working with here, I barely understand this game as is :p. Thanks!
Can I suggest making it a video game but mainly a board game. That way you can focus on the actual game part and maybe in free time work on coding a bit.
Maybe you could give each element a play effect, and a draw/discard effect, for instance when you have x door card in play, effect:"when you discard a card set a door on the board" This gives your discards and draws an unique function for each element, and creates more ways to influence the game without having to actually play the cards.
i propose a rock paper scissors approach to your lands and pieces, set up a pie chart with randomized dots and assign each card that value, depending on where it is in the pie chart (*the circle divided into 3+ zones) it becomes weaker or stronger fighting it's opposite type. conversely this would work well with adding new cards since you can come up with lore reasons they can't "go near those doors" because they're scared of doors or something. adding types requires balance, you will need to create a system for adding cards of any kind or description, for example your doors would need land cards / placeables / items / units / resources etc. and maybe some unique rewards for certain gameplay to incentivize a goal to a certain build or land type. so doors move into adjacent lands, that's a great example of a unique reward. i would also set up a spreadsheet to eventually use to easily add new cards and give rise to potentially randomized values you can add to cards and decide the function of later, plus you can hard cap the 'points' given to all cards to create a both chaotic and non-gamebreaking feature, this would speed up processes that might otherwise take longer. you should also try to create a unique card rule for your game to spice it up a bit, you seem to be very focused on making parallels to real life card mechanics, while useful i feel that relying on them might create short comings. like discarding and drawing one, or setting up hard coded turn sequences, try a less structured approach with resources, creating a need for gold or other resources to spend more than "n" turns or something like that. keep it fair by giving a steep increase to each consecutive turn. limit the turns on certain cards and make some only able to be applied on the first turn to avoid complete wipes of the other team. these are just some ideas off the top of my head, if you're reading this then i hope it's helpful :)
One idea I want to test with my friends that I think might help the defensive problem is this homebrew rule: When you destroy a structure you can draw a card. You can also have an alternate rule where if a structure gets destroyed, everyone draws a card if it's too harsh on already losing players feelings close to giving up. Either version of the rule I think could speed up the last acts of the game.
The problem with this idea is that it creates a snowball effect since it makes the player that is winning win faster. You could make it so that the player of the destroyed land is the one to draw a card, but that would also have the consecuence to slow the game down, not destroying a land until is absolutly necesary.
@@mesdecent8051 Yeah I have the exact same concern. That's why I want to try seeing what happens if all players are allowed to draw a card if a structure is destroyed. My hope would be that it would make the end game play out faster while also giving the losing player enough hope of wining that they wouldn't want to concede right on the spot but it's possible it won't have that effect.
I'm gonna push the idea again: look into the 18XX series of games and how they do share trading. Also, consider the idea of having multiple markers on the economy board. Maybe the show image only shows one marker because it was in a game with only one element?
Add a legendary card for the scary deer from "No one can hear you" and make it have pretty low stats, but he can encase enemy cards in cocoon and grows stronger with every victim
You know what could be rad. A demon element, where the cards focus on taking and giving stuff to the player. Like a spell that kills all your criaturas in exchange of just drawing 3 cards
Maybe add a day-night cycle and make some different moons that have like different effects and stuff(like the moons in Atomicrops) and some cards have allegiance to different moons and have unique benefits from them, and there are cards that can decide what moon to swear allegiance to
Yo weather effects that can be played or randomly triggered that buff and nerf certain buildings, creatures, and land could be cool. Also what if you had some kind of spinny wheel like the one in this vid that gave actual random starting conditions for the game to make each one unique 😎
Have you even seen how frequent the attack turns are in the game? Rolling a freaking d20 and having to calculate the damage would take a lot of time and be unfun
I think being able to draw without discarding when at less than 5 cards could work, but only if playing cards had a cost. Maybe the cost could be Health+Damage?
Removing tags is an extremely bad idea, they're a very good system that allows cardmakers to make cards interact in ways to improve the design, limitations, and abilities of these cards. It actively DOES future proof cards because people won't need to specify old cards or exclude them entirely from abilities that are meant to affect a certain type of creature down the line, which there almost certainly will be many of.
I feel like you never gave these a chance actually like taking them inherently is ofc going to fail if let's say the mechanic of structures existing was implemented, but you never gave them effects or reasons for existing ofc you are going to think it was pointless to add structures not to say any of these need to be implemented but if let's say there was some form of other draw back to the card draw or some other ways of limiting amount of cards played in a turn then maybe the issue wouldn't be problematic potentially if there was a cost to cards for let's say maintenance you could have them return when you can't pay that cost so that could work for making the "bored" mechanic work maybe you are aware of this and just wanted less "bad" suggestions idk
Maybe try introducing graveyard and foisting effects so sorbs cards have utility and having more powerful cards also get effects in the discard pile eiukd force more choices during the draw phase
Okay but what if every single time you played a card, your opponent drew a card, and then they were allowed to play as many cards as they wanted on your turn, but every time they played a card you also drew a card to which you could also play as many card as you wanted and this keeps going forever until you both agree to stop playing cards and then you resolve every single card effect at the exact same time
I recently had the idea to make a yugioh simulator that can allow me to make my own cards with working effects... after following a 6 hours long tutorial on Pygame, I gave up!
Get 20% OFF + Free International Shipping with promo code BIGHOLES at manscaped.com! #manscapedpartner
Just add the entirety of the Zerg. That’s it.
Congrats on the first sponsorship
For once I'm not sour about a sponsership. Good job getting money from people!
*But of all things why the ball shaver salesman?*
Are you adding all the cards from the show?
Comically big D20 should be a permanent feature
It should be turned into a card
@@shawno8253that would be hilarious and fit with adventure time quite well
If you want you can make up your own rules about the d20 and play with your friends
Comically big D100 :3
Now that I think on it, I don't think creatures actually freely move onto your enemy's lands. The only times we see that happen in the first episode, both times with the Pig, is when it's flooped and activates its effect, and when it goes to attack the Wandering Bald Man.
When flooped, the Pig returns to his side after eating the corn and tries to return after defeating the Wandering Bald Man. On top of this, Jake seems to declare attacks while his Husker Knights are still in his land. This seems to indicate that creatures move onto lands when their effects indicate they would, and also when they attack, but immediately move back once they are finished.
yes this
@BigHoles gotta see this
Yes this.
@BigHoles
8:49 "I Unnn- uh, reset. As it's called in this game."
Careful, BH, you almost had a knock at your door from the Pinkertons there.
Should have called it de-flooped
Its now BigHoles Original Cardwars
Cardwars: big holes edition actually sounds like something that would exist in adventure time
@@airplanes_aren.t_real lol you're right it does
Fully removing tags is a bad idea imo. You don’t have to make functionality around the tags, like the fire tag being powerful against the ice tag, but you should keep the, in because it opens the design space. In the first set of yugioh cards, they had tags and attributes which were almost completely non-functional. Their monster type system was only used by 5 equip spells and nothing else, and the attributes had zero functionality. Plus the level system was spread out over 7 levels with only 3 functional differences between them (levels 5/6 require one tribute and level 7+ requires 2, which could’ve been implemented as levels 1, 2, and 3). Plus they had exactly 1 trap card and no effect monsters making the normal tag redundant. In magic, they had to make a “grand creature type update” to the core rules to errata all their cards to have creature subtypes which are all just tags with no inherent functionality to them. Even if you don’t implement any sort of mechanics around the tags, having some tags present opens up the design space for card effects to interact with them later on down the line. And if you do end up designing some inherent functionality with them, you won’t have to go back and redo all the tags and the new cards you’ve made since now will have tags on them already.
The tags allow for card interactions where one card can effect multiple other cards without needing to list them by name or worry about future cards not being listed. It would be foolish to completely do away with tags at this stage of development.
It also looks cool (imo)
tags are cool (magic player btw)
100% agree. I like the direction the game is going, but I feel that removing tags is very shortsighted
Absolutely this. Tags are good since you can have cards that interact with tags.
While they don't do anything now, it's a good thing to have for future design space
300% unsuccessful wheel needs to make another appearance 🙏
Isn't 3 duds and 1 decent one 75%?
@@kenthartig7065 You are clearly not an asian
It should evolve to a card
Card Suggestion: Wheel of 300% Failure
Artifact
Destroy 3 lands and all creature and structures on those lands as an additional cost to construct this artifact. If your hand is empty at the end of your discard & draw phase, draw a card.
Flavor Text: And after all that, the Glob darned thing is still broken!
"You can draw without discarding by letting your opppnent draw 2 cards." could be a more interesting way to do draw at empty hand.
Tradeoff for desperation times.
This could be interesting but I feel it would often just backfire
Desperate times*
Removing tags seems like a really bad idea, *especially* if you're making a videogame. The ability to search cards by tags while building a deck seems extremely useful, and the potential for later uses far outweighs the minor cost of having a little bit more text on the cards.
if bigholes knew that he had like A LOT OF programmers fans watching this and wanted to help him out, damn only if he knew
Doesn't he have a discord? They probably mentioned but he needs to settle what the game will be on the first place
I once made the mistake of wanting to learn how to code myself when I already had a experience programmer willing to work on my project. My ego made me think I could do everything, when I could have focused on design. Which I think applies here a little.
@@SunsetBound a lot*
I mean he was definitely joking about the video game for now, but if he does decide to try that as well after, absolutely.
I think the video game is the right way to go after you get everything sorted out on paper, I feel like half the fun of the game would just be watching the moving characters on the board fight each other in all sorts of crazy ways. It should be a game that you could actually play on the table top but to get the full experience should be played virtually.
That sounds cool indeed, but you should probably be waiting for 10+ years unless you can get an experienced team with a good budget for it. Not to mention that the game has to be ready for that
@@Cfdrifbloom That's what it would take if this were a AAA developer. Indie devs are nuts man. Give them a paperclip and a peanut and you'll have an amazing game in a year. Assuming of course, that they get really into the project that is the game they're making.
10:46tripple A studios:IMPOSSIBLE, IMPOSSIBLE I TELL YA!
Indies are the best. Support small games creators!
Doors is the coolest element ever
I feel like tag mechanics could still be really helpful
make a card wars card. when the card wars card is in play, the creatures fight each other by playing a game of card wars
Holy crap, Shahrazad in card wars
Add mariage and divorce papaers. Mariage is a card, much like the emotion cards that makes the most resently played creature card of both side into a mariage. Married cards cant damage eachother and copies of the cards being married cant damage eachother as long as the cards are still married. Divorce papers divorce the latest marage (yes their can be more mariages at the same time). Divorce papers are found in your deck, however, if their are to many marriages then the last two couples divorce.
This video is aspirational levels of petty revenge, well done
Is it currently possible to recreate the only known game turn for turn. Cause at that point I could agree it's show accurate
Since we don’t have the blue plains or corn elements yet, no.
Eventually yes, you will be able to
that's an excellent testing metric
finally a good video to fall asleep to oml. been following the project since the start, keep it up. cheers from italy :)
A suggestion I've seen early on is that economy, auctioning and worker placement could just be specific mechanics to certain cards instead of always existing in the background.
Although the problem I see with designing that is that your opponent couldn't interact with them unless they also have those card mechanics. It's especially important in the case of worker placement, where workers normally compete for spots.
Please keep the tags on the cards, they don't have to do anything I just like them being there.
Tags could be very helpful with some card’s ability but your choices are understandable
Usually hate adds in videos but this was creative and i enjoyed the manscaped segment
You should add placing markers where you can move the creatures wherever on the board
NOW you’re thinking with PORTALS!
Guitar man! Makes the other players units shuffle on the board/dance lol
this idea would severely limit your devolopment options.
but, card battle simulator might be a handy resource for very primitive mechanic testing
Maybe instead of having to discard to draw on your turn, you could have the option to discard something on the field of play. Still keeping the card advantage neutral but provides an opportunity to switch up your tactics provided you need to find a new strategical direction within the game.
Also playing around with the idea of interacting with the discard pile could be interesting. Certain cards could have beneficial effects when being discarded, making it so you don’t just always discard “the worst card”. Creating an element around this idea could be cool, something like undead. Where the gimmick could be that the discard pile almost serves as a second hand. Could be confusing or too overpowered to implement but I think would be a good inclusion without stretching the base parameters of the game too heavily. This gimmick is something that comes up a lot in yugioh and one of the components of the game that make it feel dynamic.
Great work on this, can’t wait to see where this project goes!
0:45-2:05 How about, you get a... "+1" or something stronger if you are on your land
2:05-4:50 mhm... maybe just a 1d6 or something less...
6:25-9:30 Mhm... ya, maybe in diffent game
or maybe have the other player draw as well ?
9:50-11:15 Same with me
What if, when you run out of cards, both you AND your opponent draw? That way you could still keep playing, but it also benefits your opponent by keeping you from gaining a card advantage. It might actually benefit your opponent more as a penalty for you running out of cards, since they can still discard and draw, choosing which cards to keep, while you have to rely on luck, having played all your cards without regard to whether it'd be better to wait to discard one of your weaker ones.
STORM CROW!
You should add Storm Crow to Card wars fr fr
Ngl, I like the hairy situation card.
In the episode where the corn archer was in front of the green grid used for the economy I think that may be a kind of upgrade system. So that each piece would have a beginning value position at the centre of the square where no buffs are applied but can use money to manipulate the value of a piece to have more attack and hp but would limited or have a debuff. So lets say you want more attack you could move a pieces value through the use of money to the top right side of the grid to get lets say 3+ attack but would receive no extra health from the buff but if you were to move the pieces value to the bottom left of the grid it would get 3+ hp but no extra attack from the buff while the other corners and squares can be a mix of the two. From the position of the corn archer we could also infer that this may only be possible for a piece if they are in their homeland and not in a certain state i.e. working, resting, attacking etc. But for this board game this could also just be considered a total buff for a players side. This would be able to be changed during the game through the use of money but would allow for people to take a more defensive approach (more hp) or an offensive approach (more attack).
With the resource advantage problem, I could see a way to make things 'escalate' without breaking that balance: some way to use the economy system to buy an extra draw for all players. You get a bigger hand and more chances to draw what you want, but so does everyone else
also, maybe this is just my personal preference coming out when it comes to card games like this, but an element with heavy emphasis on cycling through one's deck might be interesting. effects like discarding all your cards in your hand and drawing new ones, shuffling your discard pile into your draw pile, and so on. could be necromancy-themed? and with the last video's addition of adding more cards to your deck via lands and buildings deck builder style, i think it's important for elements to have ways to *thin* the deck as well, destroying unwanted cards so they're not in the way of the good stuff
Idk if you've actually missed it but one thing I've noticed is that jake and finn have way more cards in play than five. @4.51 Jake has five in hand and a bunch on the table. I've not played the game so I can only say from an outside perspective because 4 of them are lands and idk how they work tbh, and it looks like maybe a discard or something, but it still adds up to more resources than 5.
I'm not sure you could have missed that after pouring over it so much but comparing the footage of you playing with the show, it just looks like they have way more resources. (not shade, genuine intertest).
So I guess my question would be, do you think the game is better with so few total available resources or is that what the economy is suppose to be addressing?
CONSIDER
Behavior element
Creatures and abilities are dedicated to manipulating and using the behavior card deck, so for example making the opponent draw from the deck, or drawing for yourself, or holding multiple cards that you can play on your own creatures, or even choosing the behavior of a creature. Another mechanic could be drawing two behavior cards and choosing one to play and your opponent has to play the other one, just things like that. Not really a seriously competitive element, but it would be really funny, and has the potential to be ridiculously overpowered with the right luck and completely useless with the wrong luck. Sorry if the behavior mechanics are slightly different to what I'm working with here, I barely understand this game as is :p.
Thanks!
Can I suggest making it a video game but mainly a board game. That way you can focus on the actual game part and maybe in free time work on coding a bit.
9:09 , just modern-day yugioh
Maybe you could give each element a play effect, and a draw/discard effect, for instance when you have x door card in play, effect:"when you discard a card set a door on the board" This gives your discards and draws an unique function for each element, and creates more ways to influence the game without having to actually play the cards.
Blud just Gordon ramsay’d all the dumb comments absolute goat
i propose a rock paper scissors approach to your lands and pieces, set up a pie chart with randomized dots and assign each card that value, depending on where it is in the pie chart (*the circle divided into 3+ zones) it becomes weaker or stronger fighting it's opposite type. conversely this would work well with adding new cards since you can come up with lore reasons they can't "go near those doors" because they're scared of doors or something. adding types requires balance, you will need to create a system for adding cards of any kind or description, for example your doors would need land cards / placeables / items / units / resources etc. and maybe some unique rewards for certain gameplay to incentivize a goal to a certain build or land type. so doors move into adjacent lands, that's a great example of a unique reward. i would also set up a spreadsheet to eventually use to easily add new cards and give rise to potentially randomized values you can add to cards and decide the function of later, plus you can hard cap the 'points' given to all cards to create a both chaotic and non-gamebreaking feature, this would speed up processes that might otherwise take longer. you should also try to create a unique card rule for your game to spice it up a bit, you seem to be very focused on making parallels to real life card mechanics, while useful i feel that relying on them might create short comings. like discarding and drawing one, or setting up hard coded turn sequences, try a less structured approach with resources, creating a need for gold or other resources to spend more than "n" turns or something like that. keep it fair by giving a steep increase to each consecutive turn. limit the turns on certain cards and make some only able to be applied on the first turn to avoid complete wipes of the other team. these are just some ideas off the top of my head, if you're reading this then i hope it's helpful :)
Big Holes, could you one day take the show Chaotic and do an accurate Cartoon version of the card game?
A Chaotic card game already exists
@@kindlyevilbgm But I wanted an accurate version with the cartoon. I literally specified that!
At first I thought this was a just meme, but I kept watching the video. Bruh the game is really here, I like it's so cool and I love your dedication!
You had two much fun with that ad
One idea I want to test with my friends that I think might help the defensive problem is this homebrew rule: When you destroy a structure you can draw a card. You can also have an alternate rule where if a structure gets destroyed, everyone draws a card if it's too harsh on already losing players feelings close to giving up. Either version of the rule I think could speed up the last acts of the game.
They destroy a lot of structures in the show without ever drawing though
@@josephmartin9737probably why they clarified it would be a homebrew rule specifically
The problem with this idea is that it creates a snowball effect since it makes the player that is winning win faster.
You could make it so that the player of the destroyed land is the one to draw a card, but that would also have the consecuence to slow the game down, not destroying a land until is absolutly necesary.
@@mesdecent8051 Yeah I have the exact same concern. That's why I want to try seeing what happens if all players are allowed to draw a card if a structure is destroyed. My hope would be that it would make the end game play out faster while also giving the losing player enough hope of wining that they wouldn't want to concede right on the spot but it's possible it won't have that effect.
I'm gonna push the idea again: look into the 18XX series of games and how they do share trading. Also, consider the idea of having multiple markers on the economy board. Maybe the show image only shows one marker because it was in a game with only one element?
He finally listens to his community! ^^
Just kidding, I think its great what you do and how you do it, keep up the amazing work!
Add a legendary card for the scary deer from "No one can hear you" and make it have pretty low stats, but he can encase enemy cards in cocoon and grows stronger with every victim
As hakita said "its a great thing you guys arent designing Ultrakill, if you did it would suck"
me when i dont know what to choose:ITS TIME FOR THE ONE, THE ONLY, THE WHEEL OF FATE!
You know what could be rad. A demon element, where the cards focus on taking and giving stuff to the player. Like a spell that kills all your criaturas in exchange of just drawing 3 cards
"Poggers!" - Chuck E Cheese
Great video 👍
Does this game have levels and evolution like Pokémon?
Maybe add a day-night cycle and make some different moons that have like different effects and stuff(like the moons in Atomicrops) and some cards have allegiance to different moons and have unique benefits from them, and there are cards that can decide what moon to swear allegiance to
Yo weather effects that can be played or randomly triggered that buff and nerf certain buildings, creatures, and land could be cool. Also what if you had some kind of spinny wheel like the one in this vid that gave actual random starting conditions for the game to make each one unique 😎
i wonder if youve realised yet that the mind goblin is just a "mind goblin deez nuts" joke
"Make a card wars game instead" My dude.....there was 2 of those already like....OFFICIALLY
This guy trying to give Arcs a run for us money 😅
Synergies would be cool. Like gaining Boni with increasing amount of corn type or door type cards etc flooped
0:03 oof
Finally, this is the game I wanted
Can you please make a playlist of the music you use, It's great
@Valefisk should really play this once the game is finished. Anyone else wanna see a cursed torture version of card wars or is it just me?
I was looking forward to this
THE GREATEST SPONSORSHIP SECTION IN HISTORY 🙌
7:11 "... from a card that lets you draw 2 cards..." :)))))))))))))))))))))))))))))))))))))))
Release all the cards I want to read them all. Also add the d20 for strength checks and dexterity saves while attacking.
I believe the full list of every card is on the discord
Have you even seen how frequent the attack turns are in the game?
Rolling a freaking d20 and having to calculate the damage would take a lot of time and be unfun
Slobgoblins, goblins but they have a big beer gut, wear wifebeaters, and love cheese dogs.
"then im gonna play the good ol fashioned nuclear missile wand" 🗣🗣🗣🔥🔥🔥💥💥💥🪄🪄🪄💯💯💯
I think being able to draw without discarding when at less than 5 cards could work, but only if playing cards had a cost. Maybe the cost could be Health+Damage?
Removing tags is an extremely bad idea, they're a very good system that allows cardmakers to make cards interact in ways to improve the design, limitations, and abilities of these cards. It actively DOES future proof cards because people won't need to specify old cards or exclude them entirely from abilities that are meant to affect a certain type of creature down the line, which there almost certainly will be many of.
You should add a biulding thats a melting fudge popsicle and summons small fudge popsocles😂😂
Best promo segment. 😂
bigholes got a sponsorship we're moving up in the world
Is there a full video of you playing this?
I feel like you never gave these a chance actually
like taking them inherently is ofc going to fail
if let's say the mechanic of structures existing was implemented, but you never gave them effects or reasons for existing
ofc you are going to think it was pointless to add structures
not to say any of these need to be implemented
but if let's say there was some form of other draw back to the card draw
or some other ways of limiting amount of cards played in a turn then maybe the issue wouldn't be problematic
potentially if there was a cost to cards for let's say maintenance you could have them return when you can't pay that cost
so that could work for making the "bored" mechanic work
maybe you are aware of this and just wanted less "bad" suggestions idk
Nice!
Guys the lesson here is too leave more comments that way through brute force we can get the wheel to be more successful
Maybe try introducing graveyard and foisting effects so sorbs cards have utility and having more powerful cards also get effects in the discard pile eiukd force more choices during the draw phase
I literally just checked your channel for an update
Tbh that ad was so good I watched the whole thing
Have you seen the original card wars they had on the App Store
Abilities only while on associated lands has potential tbh, just needs some refinement
It just an April fools joke in July 😅
No don't touch the tags they are pretty cool 😢
Okay but what if every single time you played a card, your opponent drew a card, and then they were allowed to play as many cards as they wanted on your turn, but every time they played a card you also drew a card to which you could also play as many card as you wanted and this keeps going forever until you both agree to stop playing cards and then you resolve every single card effect at the exact same time
A beatboxing puppy!
Card ideas.
Ultimate Swap Roulette Card!
Players swap decks every turn.
Grave Swap Roulette Card!
Players swap one discarded card each turn.
woooo, face down cards. Finally I can activate my trap cards
Late April fools videos be like:
7:40 RAIN WORLD MUSIC JUMPSCARE
Lawnmower 4.0 better be a card
We'll soon run out of clips for the intro
You should add a card that works like the Great Moth
I recently had the idea to make a yugioh simulator that can allow me to make my own cards with working effects... after following a 6 hours long tutorial on Pygame, I gave up!
Fun experimentation haha
Absolutely goated ad read.
Can doors connect to opponent doors?
as a big tag fan… i am devastated.
Keep tags for the funny
Would the video game still allow custom cards/elements?