Hey there, Learning Experience speaking! This was a great video, and something like this would have been massively helpful to someone like me who did go through this experience. Good luck to anyone else coming up to this part of their projects! Thanks for the help you've given Kohdok.
This is a great video for creators of all stripes- not just people looking to make their own card game! A lot of what was said here applies to anybody starting anything on Kickstarter. In some cases, it even works as advice for anyone wanting to start a small business of any kind. Mad props! P.S. Could you take a look at what has been happening with the Digimon TCG, lately? Some people, including me, are worried that it might be going into YGO-esque design territory. Apparently the game changed designers. Since many YGO players switched to Digimon for reasons such as turns taking forever, walls of text, and being significantly cheaper, there's reason to be concerned.
I'd mentioned it on another Kohdok video: If you're going to include a playable demo (in Tabletop Simulator or whatever) for your game, make sure you polish it up as best you can. It doesn't need to be perfect with fancy graphics and automation scripts, especially if your game is still in early development, but make sure you cover all the basics. Your demo should include all the pieces that players need to try your game. It should have a scanned rulebook that players can read in-game. Or at the very least include an easily accessible link on the Stream Workshop page to where players can find a PDF of the rulebook. The symbology and terminology used throughout the game should be consistent with the rulebook, and so on. I've played demos that fail to do all of these. Remember that for a lot of your backers, this is the only chance they get to try the game out for themselves. And you only get one shot at making a first impression. If your Tabletop Simulator demo looks sloppy, then it makes the rest of your project look sloppy.
I've been watching this channel from roughly a week. It popped into my feed because I listen and watch a lot of nerdy stuff from mtg to dnd. And I'm gonna be straight up in saying this is probly my favorite channel for backround entertainment right now. Without seeing the screen 90% of the time I stay entertained with the context and your super genuine and funny. 10/10 your channel deserves more popularity. And I hope it comes to you. Easy subscribe.
Damn, every time i see videos like these explaining what to do when laubching your card game, its just so much that needs to be done i feel like i would be lucky if i finished all the steps within 50 years
I've been on the creative side most of my life and have been considering developing a tcg of my own and i had almost nowhere to look for the steps to actually reach out and your chanel has helped me a lot in figuring out what to and what not to do with these. This video has apeared in a pretty precise time in this journey hahahah
This video will be very helpful to me once the design of my first set of my card game is finished or close to it at least, as I would have very little idea how to do a crowdfunding campaign. To be fair, you've helped me a lot on all of your videos on Card Game Design and its pitfalls. I'm a bit worried my game is going to have a relatively small audience, due to its slow paced gameplay of lots of tactical decisions, more like a chess game in that every action has a bunch of things to consider. I've noticed a trend of games, especially card games, to keep their games short, with Yu-Gi-Oh rarely getting to turn 4, Magic where 8 Mana is code for infinity, and in the amount I've played Digimon it seems like the best strategy is to attack when you get the opportunity (although I admit I haven't played enough to know how it works in more meta decks). So I'm hoping to stand out of the crowd with long epic games, even if it makes tournament play less than ideal (if I want to do best our of three, I'll probably have to have 2+ hour matches, based on the playtesting I've done so far, although I am working on making it a little less defensive). Thanks Kohdok for all the work you've done in making your videos.
I'd love to hear a long conversation about Sorcery. Nearly 6500 backers and people are starting to receive their orders...plus there are distributors picking up the games second printing already
Watching this whole video with my own game in mind and then just the little stinger at the end showing the sponsors game made me yell because that's basically the game i wanted to make
11:13 So...how can we croudfund the stuff we need to start croudfunding? For example, if you needed the croudfunding to afford the artwork, despite having the balanced cardbank with 8 planned and balanced booster packs? Hypothetically speaking.
So I'm wanting to make my own card game and keep rewatching your videos to make sure i don't fall into any pit traps along the way. But some advice I wanted to hear from you is about thinking about making sets past your first one, is it a good idea to have a plan in mind before starting the heavy journey. Or should you only really think of it once you get started? I'm mainly asking this because it's the main piece of advice others I have talked to about my game give me, that I should "Focus on set 1", even tho what gets me to say there is more than 1 set is either they try to give me an idea saying I should put it in later and I tell them "That's pretty close to something I had planned for set 2" or them telling me I should change something around in set 1 for me to say "That's actually kinda the idea I had for something in set 4" But thank you again Kohdok for all your videos, they have been a great source of advice, and hopefully I can get more of your advice once I get these demo decks ready to play
yeah it totally makes sense to have some work ready on the next few sets. they don't all need to be as finished as set1 but it seems good to have a direction in mind
Sorry that this is unrelated to the video topic, but does Kohdok have any available thoughts on Marvel Snap? I’m interested in seeing their analysis of how it’s gameplay differs so much from the big 3
How do you learn there is an audience for your game? In my country there is only one TCG existing only as a pet project from a big publisher, and that's it.
What do people who back Kickstarter TCGs do with their cards once they get them? I mean the obvious thing to do is play with them, but that’d have to be exclusively with friends I’d imagine. Are there any instances of Kickstarter games making their ways to LGS shelves or having organized play? I’m into indie comics and in theory want to be into indie TCGs but with no friends to play TCGs with, I’m confined to what’s being ran at my area LGSs. I’ve seen so many of these indie TCGs sprout up over the years on crowdfunding sites that I’ve always wonder what the fate of these games are.
So when you're referring to the scam thing and leaving people holding a bag were you talking about a TCG project that you did some art for potentially and decided to leave after NFT's got involved
Seems like getting art for a reasonably sized set of cards will be expensive… do creators usually just pay upfront for this? Maybe they simplify the art style to compensate?
This video was a super big help for me on my project to help me move forward. That being said I was wondering if you could piece together a video for the background work to get to the point of your Kickstart such as what people to talk to to get your license and places to contact to get real cards printed. I know I needed that help some time ago so I'm sure someone might need it in the future
For things like assets and stuff, you should be doing that already, but places like Fiverr or other can have people who can work Blender or other places. Flesh and Blood sourced most of their illustrators from one website. A lot of companies are printing with a place called WJPC out of China. A lot of people print out of China due to low prices and quick turnaround.
As a wise man once said, "First comes the crowd, then comes the funding"
Best way to sum it up. Thank you.
Hey there, Learning Experience speaking! This was a great video, and something like this would have been massively helpful to someone like me who did go through this experience.
Good luck to anyone else coming up to this part of their projects! Thanks for the help you've given Kohdok.
Good grief, I'm still in the "drawing board" phase of making a card game. Good to see what lies beyond that.
This is a great video for creators of all stripes- not just people looking to make their own card game! A lot of what was said here applies to anybody starting anything on Kickstarter. In some cases, it even works as advice for anyone wanting to start a small business of any kind. Mad props!
P.S. Could you take a look at what has been happening with the Digimon TCG, lately? Some people, including me, are worried that it might be going into YGO-esque design territory. Apparently the game changed designers. Since many YGO players switched to Digimon for reasons such as turns taking forever, walls of text, and being significantly cheaper, there's reason to be concerned.
I'd mentioned it on another Kohdok video:
If you're going to include a playable demo (in Tabletop Simulator or whatever) for your game, make sure you polish it up as best you can. It doesn't need to be perfect with fancy graphics and automation scripts, especially if your game is still in early development, but make sure you cover all the basics. Your demo should include all the pieces that players need to try your game. It should have a scanned rulebook that players can read in-game. Or at the very least include an easily accessible link on the Stream Workshop page to where players can find a PDF of the rulebook. The symbology and terminology used throughout the game should be consistent with the rulebook, and so on.
I've played demos that fail to do all of these. Remember that for a lot of your backers, this is the only chance they get to try the game out for themselves. And you only get one shot at making a first impression. If your Tabletop Simulator demo looks sloppy, then it makes the rest of your project look sloppy.
I've been watching this channel from roughly a week. It popped into my feed because I listen and watch a lot of nerdy stuff from mtg to dnd. And I'm gonna be straight up in saying this is probly my favorite channel for backround entertainment right now. Without seeing the screen 90% of the time I stay entertained with the context and your super genuine and funny. 10/10 your channel deserves more popularity. And I hope it comes to you. Easy subscribe.
Damn, every time i see videos like these explaining what to do when laubching your card game, its just so much that needs to be done i feel like i would be lucky if i finished all the steps within 50 years
Thank you! I'm at the stage with my cardgame where I'm looking into funding and this is the kind of video I've been looking for
I've been on the creative side most of my life and have been considering developing a tcg of my own and i had almost nowhere to look for the steps to actually reach out and your chanel has helped me a lot in figuring out what to and what not to do with these. This video has apeared in a pretty precise time in this journey hahahah
Awesome video, Kohdok!! Thanks again for the feature : ) We can't wait to deliver an awesome product!!!
Thank you for this, im launching a video game soon but a lot of this was still helpful
This video will be very helpful to me once the design of my first set of my card game is finished or close to it at least, as I would have very little idea how to do a crowdfunding campaign. To be fair, you've helped me a lot on all of your videos on Card Game Design and its pitfalls. I'm a bit worried my game is going to have a relatively small audience, due to its slow paced gameplay of lots of tactical decisions, more like a chess game in that every action has a bunch of things to consider. I've noticed a trend of games, especially card games, to keep their games short, with Yu-Gi-Oh rarely getting to turn 4, Magic where 8 Mana is code for infinity, and in the amount I've played Digimon it seems like the best strategy is to attack when you get the opportunity (although I admit I haven't played enough to know how it works in more meta decks). So I'm hoping to stand out of the crowd with long epic games, even if it makes tournament play less than ideal (if I want to do best our of three, I'll probably have to have 2+ hour matches, based on the playtesting I've done so far, although I am working on making it a little less defensive).
Thanks Kohdok for all the work you've done in making your videos.
Great video. Doesn’t apply directly to my case, as I’m in a bit of a unique spot, but I can still pull ideas from it towards my project, thanks :)
Definitely going to return to this video a few times :)
Thanks for your work and presentation!
I love your content! It's helped me get so far in creating a card game. Probably the best channel for this kind of information!
Great video, love checking out and helping kickstarters. This is a great resource for anyone looking to start one of their own.
I'd love to hear a long conversation about Sorcery. Nearly 6500 backers and people are starting to receive their orders...plus there are distributors picking up the games second printing already
New Kohdok video, WOOOO!
Watching this whole video with my own game in mind and then just the little stinger at the end showing the sponsors game made me yell because that's basically the game i wanted to make
We need a short video on set N°2
11:13 So...how can we croudfund the stuff we need to start croudfunding? For example, if you needed the croudfunding to afford the artwork, despite having the balanced cardbank with 8 planned and balanced booster packs? Hypothetically speaking.
Have you seen Grand Archive? It's how you do a successful Kickstarter game
Is The avenging guyyyyy
So I'm wanting to make my own card game and keep rewatching your videos to make sure i don't fall into any pit traps along the way. But some advice I wanted to hear from you is about thinking about making sets past your first one, is it a good idea to have a plan in mind before starting the heavy journey. Or should you only really think of it once you get started?
I'm mainly asking this because it's the main piece of advice others I have talked to about my game give me, that I should "Focus on set 1", even tho what gets me to say there is more than 1 set is either they try to give me an idea saying I should put it in later and I tell them "That's pretty close to something I had planned for set 2" or them telling me I should change something around in set 1 for me to say "That's actually kinda the idea I had for something in set 4"
But thank you again Kohdok for all your videos, they have been a great source of advice, and hopefully I can get more of your advice once I get these demo decks ready to play
yeah it totally makes sense to have some work ready on the next few sets. they don't all need to be as finished as set1 but it seems good to have a direction in mind
Sorry that this is unrelated to the video topic, but does Kohdok have any available thoughts on Marvel Snap? I’m interested in seeing their analysis of how it’s gameplay differs so much from the big 3
How do you learn there is an audience for your game? In my country there is only one TCG existing only as a pet project from a big publisher, and that's it.
What do people who back Kickstarter TCGs do with their cards once they get them? I mean the obvious thing to do is play with them, but that’d have to be exclusively with friends I’d imagine. Are there any instances of Kickstarter games making their ways to LGS shelves or having organized play?
I’m into indie comics and in theory want to be into indie TCGs but with no friends to play TCGs with, I’m confined to what’s being ran at my area LGSs. I’ve seen so many of these indie TCGs sprout up over the years on crowdfunding sites that I’ve always wonder what the fate of these games are.
It bugs me that at 8:03 you said “You’ve created” but on the scre it says “You have created”
An audience? I was going to say a product.
So when you're referring to the scam thing and leaving people holding a bag were you talking about a TCG project that you did some art for potentially and decided to leave after NFT's got involved
You should make more content on Elestrals
I wish a duel masters game would come out… or kaijudo. What would be the chance that WOTC would sell the rights
I need you to review the modern kamen rider toys. The saber and revice toys are absolutely nuts
You're still hilarious!
Is the 500~2500 minimum referring to total number of cards printed, total copies of each card, or what?
Seems like getting art for a reasonably sized set of cards will be expensive… do creators usually just pay upfront for this? Maybe they simplify the art style to compensate?
The art has no effect on the cost of printing.
This video was a super big help for me on my project to help me move forward. That being said I was wondering if you could piece together a video for the background work to get to the point of your Kickstart such as what people to talk to to get your license and places to contact to get real cards printed. I know I needed that help some time ago so I'm sure someone might need it in the future
For things like assets and stuff, you should be doing that already, but places like Fiverr or other can have people who can work Blender or other places. Flesh and Blood sourced most of their illustrators from one website.
A lot of companies are printing with a place called WJPC out of China. A lot of people print out of China due to low prices and quick turnaround.
Is it just me, or does the Avenging Guy look exactly like Spice8rack?
IT DOES LOOK LIKE THEM
How would Elestrals not get flagged for looking like Lightseekers?
BIG
Talk about shadowverse
This is like a really long ad/s
After 28 years i spent living on earth, i finally understand how to play Pokemon TCG.