B: Power & Toughness
(Updated 2012/11/09)
My latest version of my prototype (damage now works, so does the reshuffle when your deck runs out (buggily) grab a friend and play in 2 player!)
Download Windows zip file (2mb) (sorry I haven't got the web player license yet!)
It's what I thought reductionist Magic The Gathering would be... I wanted to make it like a Tetris-paced game, like a puzzle, more drop-the-blocks game than a slow-and-deliberate turn based game.
The basic premise is that you have a deck, and play cards one at a time into one of 5 lanes. Win condition is taking out 3 of the 5 of the opponent's castles.
The controls are dead simple - arrow keys and WASD, that is all, for the two players. Your gold builds up over time, and you spend that gold to deploy your card. Gold caps at 10.
(Imagine my shock and horror when Daniel told me how Mojang's Scrolls worked. TOO similarly. I thought I'd ignore all info on that and just carry on with my prototype.)
Stuff I still want to do:
> Abilities like Flying, Explosive, Buildngs, Regenerate, faster income, Running, etc.
> Basic AI
> Progression through different mechanics, unlocking more abilities
> BALANCE
The idea is that the game can work - even multiplayer - on a tablet device. I love multiplayer face-to-face. Adds so much to the interaction. But also love a single-player experience that lets you explore and learn mechanics.
Questions:
1. What do you think of the mechanic, is it worth persuing...
2. ...especially considering it's very close to Mojang's game... (poo)
3. What would you like to see from a game like this?
4. Is it simple enough... Or too simple?
5. Any thoughts on the balancing?
Thanks for having a look! Promise I'll make it work better :)
My latest version of my prototype (damage now works, so does the reshuffle when your deck runs out (buggily) grab a friend and play in 2 player!)
Download Windows zip file (2mb) (sorry I haven't got the web player license yet!)
It's what I thought reductionist Magic The Gathering would be... I wanted to make it like a Tetris-paced game, like a puzzle, more drop-the-blocks game than a slow-and-deliberate turn based game.
The basic premise is that you have a deck, and play cards one at a time into one of 5 lanes. Win condition is taking out 3 of the 5 of the opponent's castles.
The controls are dead simple - arrow keys and WASD, that is all, for the two players. Your gold builds up over time, and you spend that gold to deploy your card. Gold caps at 10.
(Imagine my shock and horror when Daniel told me how Mojang's Scrolls worked. TOO similarly. I thought I'd ignore all info on that and just carry on with my prototype.)
Stuff I still want to do:
> Abilities like Flying, Explosive, Buildngs, Regenerate, faster income, Running, etc.
> Basic AI
> Progression through different mechanics, unlocking more abilities
> BALANCE
The idea is that the game can work - even multiplayer - on a tablet device. I love multiplayer face-to-face. Adds so much to the interaction. But also love a single-player experience that lets you explore and learn mechanics.
Questions:
1. What do you think of the mechanic, is it worth persuing...
2. ...especially considering it's very close to Mojang's game... (poo)
3. What would you like to see from a game like this?
4. Is it simple enough... Or too simple?
5. Any thoughts on the balancing?
Thanks for having a look! Promise I'll make it work better :)
start_screen.png
192 x 256 - 3K
PAT.gif
768 x 1024 - 27K
zip
zip
PAT_Tuism_2.zip
2M
Comments
I know about mojang's game, scrolls right? I don't know what it's like though, but assuming yours a simpler version, and this comp is about bringing out a certain mechanic in a game, I think this is fine and you are on the right track.
And I think those features you mentioned are what I'd look for in a game like this. For the comp, nothing more, nothing less. And if you plan on turning this into something bigger, well I don't know yet :P I'd have to give it more thought.
Keep it up and finish those features so I can play, damnit :P
Please have a play (grab a friend for player 2 action), and let me know what you think!
Link to windows zip file
Questions:
1. What do you think of the mechanic, is it worth persuing...
2. ...especially considering it's very close to Mojang's game... (poo)
3. What would you like to see from a game like this?
4. Is it simple enough... Or too simple?
5. Any thoughts on the balancing?
Thanks for checking it out! :D
Something I'd really suggest is a reserve card feature. Sometimes I'd like not to play the current card and put it in reserve to rather play the next. You should have a button that swaps the current card with the card in reserve and if there's no card in reserve, puts the current card in reserve and plays the next card.
Can't wait to see cards with special abilities. Don't forget to have 0/X "wall" cards like the iOS game, Kard Combat
The reserve thing I really toyed with in my mind - I actually thought of exactly that, then thought I wanted to make each card you drew pretty important - you could at any time discard through your entire deck to search for a card, but you gotta be precise as well as quick... But the more I'm toying with it the more I do feel that showing a swappable 2nd card will make it easier to play...
Shall see!! Thanks :D
(The game window is also a teensy bit tall to fit on my screen, are you running at doublesize?)
Oh, also, I'm wondering if there's a certain minimum draft time for milling through your deck in search of an appropriate card? That may disincentivise simply churning until you get the perfect one? :) (dunno if there's a penalty right now that I just don't seem to notice)
The game window is running at iPad resolution... Which is 1024 tall... Same problem as my previous prototype :P I think I'll just resize it down for now, so that it'll sit happily on most people's computers. Good point, that.
You may mill quickly through your deck at any time to find your fav card, but I think that's an interesting time tradeoff - time is a the basic unit of resource in this game - so if you take too long you'll lose out. If you go too fast you'll easily miss stuff you need. I think though I'll put in some delay for discarding for a new card so you can't run through 30 cards in 1 second.
Right now the max copy per card is 3, deck minimum is 30, not that counts much now without deckbuilding :P
The 0/X wall reference are cheaper cards that are purely defensive but don't kill things. They'll have to be way overpowered in toughness as the attacks are infinite... I've given some walls a 1 power too.
I'm trying to build the swap reserve thing though it's a bit of headachey :P