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Tournament of the gods

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blueyes1010
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blueyes1010 wrote: On the

blueyes1010 wrote:
On the other hand another god known as Behematus the colossal one, who is a god of beasts and primal rage, his uniques give more access to colossal creatures that will just stomp your enemy.

Try to avoid Play Styles similar to Magic. Green is Big Creatures (in this particular case). Just a suggestion.

im aware you have similar in magic, but fear not mine does not work in the same way, also that god has many tactics and playstyles, beasts is just one option for them, but they also have primal rage abilities, swarms of smaller creatures etc. also in this deck if you use beasts they are only uniques, theyre far stronger than the ones in magic but will cost you an arm and a leg.

I had similar design hurdles for making it so that you can actually get your uniques out, at first i thought of dropping theyre costs, but these cards are designed to be ultimates essentially so it didnt feel right as id have to nerf them a bit. In the end i settled on two additional but simple rules in the game. The first is on your turn as an action you can sell cards from your hand to make more money, this is a balancing act as obviously you dont want to make your hand too small. The second rule is for unit cards, whenever they are deployed they are automatically bowed, like some other games do, however you may pay an additional cost, 1 for commons 3 for uniques to put them in play unbowed. These two rules combined have balanced out the power of unique cards.

blueyes1010
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TBH both starting with A is

TBH both starting with A is just a coincidence, as i am designing the gods and saving them to folder its putting them into alphabetic folder order.
but there will be 4 starting gods, and the other gods all have different beginning names.
Well i picked Alias for a reason, im including snippets of lore with each god, and this god in particular likes to enter the mortal world pretending to be a human and manipulating others into causing chaos. Hence the name Alias.
This is an entirely fictitious world so their is no mythology etc from our world within it, ive created it all from scratch, as i am an amateur writer anyway so i thought it would be fun to do. Of course their will be things that have similarities to other things from our world of course.

i think 26 gods is a little steep at least at the moment, i have about 15 in the pipework at the moment, i feel that is more than enough work for now.
And those 15 gods are very unique and have their own playstyles.
theirs about 50/50 mix of male to female gods, i dont have the art done yet but the world they exist in is not unlike our own so yes you will get mixed racial units and gods etc.

blueyes1010
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yes it is medieval fantasy

yes it is medieval fantasy but it goes beyond that too, some of the gods are more like old ones from lovecrafts fiction, so theirs an aspect of cosmic horror in their too.
good example are two gods
Nocturnia matriarch of dark dreams, whos the goddess of fear and nightmares
and also
Morbius defiler of sanity, whos god of madness and the void

they got some nasty bullshittery in their cards too lol but a weakness like every other god
Which gets me to god weaknesses, you will find as you play that certain tactics may work better against certain gods, but it depends on their deck build too, which is harder to guess, like i said before each god has multiple builds and playstyles, this removes the chance of making a single deck that counters a certain god every time.

so theirs other dimensions in this world to what will be other fantasy realms, but theyll be drastically different from one another.

questccg
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Not at the start but as a future goal

blueyes1010 wrote:
I think 26 gods is a little steep at least at the moment, i have about 15 in the pipework at the moment, I feel that is more than enough work for now.

I'm not saying 26 NOW... What I am suggesting is that you start with 4 to 6 Gods and build upon that later such that the MAXIMUM your game will have is 26. That's much more reasonable and it puts a sort of "hard limit" as to what your game will have in-the-end.

Having more than 4 to 6 Gods is pointless at the start, because you don't know how well your game will be "received". If people LIKE it... Well you can continue and add 4 to 6 more Gods in a second release...

15 is too much to start with IMHO. I would START with 4 to 6... And ensure that the game allows for 2-Players or 4-Players. 2-Players because duel games are popular and 4-Players because that's the typical amount of players in most board games. When players come together to play a game, the typical crowd is 4-Players.

But again it's YOUR game... See fit to use, adapt, re-think, re-purpose or ignore these ideas!

blueyes1010
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im starting with 4 gods, i

im starting with 4 gods, i would only go beyond 15 if they are still unique and dont stagnate in similar designs to the others, sometimes less is more.
it may be better in terms of design to keep expanding on pre - existing gods decks than to outright create new ones. theirs such a thing as giving too much choice that it overwhelms the player.

but to be honest this is just a hobby game im not planning on producing it professionally and selling it or anything like that.

this game is designed to be played 1v1 , 2v2 and 4 player free for all

questccg
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Hobbies are important too!

blueyes1010 wrote:
im starting with 4 gods, i would only go beyond 15 if they are still unique and dont stagnate in similar designs to the others, sometimes less is more.

I agree it was just an idea for more Gods in the end. To have some pre-fixed goal in mind.

blueyes1010 wrote:
it may be better in terms of design to keep expanding on pre - existing gods decks than to outright create new ones. theirs such a thing as giving too much choice that it overwhelms the player.

Well look at the Pokemon chart: there are 17 different TYPES of Pokemons. Now imagine how many Pokemons per TYPE?!?! This is an example. Again because this is a hobby project, there is no actual limits to production to worry about. So that's why I was thinking maybe 4 to 6 Gods PER RELEASE. But you don't need to worry about this if you are not planning to release the game to the Public.

blueyes1010 wrote:
but to be honest this is just a hobby game im not planning on producing it professionally and selling it or anything like that.

Ah okay only a hobby project. I thought you had plans to release this to the public too...?!

blueyes1010 wrote:
this game is designed to be played 1v1, 2v2 and 4 player free for all

That sounds reasonable!

questccg
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It's very fortunate that you are working on a Hobby Project

Because even IF you use a service like "The Game Crafter" ... The cost of making the game might be great and professional for personal use, but not viable commercially. There are a lot of considerations when it is a commercial project that you don't need to worry with a Hobby Game.

It's good that you shared that because there is no pressure to perfect the game for 4-Players and then forcibly work on expansion Gods for more revenue... Or as a way of having a Following that is interested in purchasing more Gods for your game.

When it comes to commercial games... There are a lot more details to be concerned with that you will not have to worry about with your Hobby Game. Things like the price of Art, the number of pieces, having a budget, negotiating a fair deal, etc. And then there is the whole TIMELINE... How long it takes from start to end. Sometimes timelines can be a bit disconcerting and you can feel a lack of control, etc.

And ALL of that is directly RELATED/Connected to the NUMBER of Gods in a first release... That's why I had some concerns that you may be putting out too much content as a first release. But since this is a Hobby Project, no worries...

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