01-13-2016, 12:03 AM
I like the idea of having stacks of cards as HP! When people pick up these sorts of games they want to see all of the references. Having one of the major mechanics revolve around tons of cards is a great way to play into that.
The budget system is also good and sounds like something an experienced CCG player would come up with. The height system isn't quite what I envisioned but it works very well. I have some questions, though:
- How would attack damage be handled? Is that another stat like Hearts or Cost? (Budget/Salary sounds a bit business-y)
- When a card is defeated, how would you bring another into play? Do you regain the lost budget? Where do the new Heart Cards come from? Does your leader have to donate them?
- How would a flying character move to the ground spot when there is a card below it? (This is why I had a limit of 1 card a column)
- Is there a hard limit of 4 cards per person or do you plan to expand that? I'd love to try a deck with tons of super-cheap Fuzzies and a Golden Fuzzy as the leader.
Also, as this rough concept is developed, I'd suggest bringing the scale of Hearts/Cost back a bit. Come up with the weakest card you can think of (a Mini Goomba?) and set that as the minimum with 1 Heart / 1 Cost / 1 Attack. Then think of the strongest possible card (Shadow Queen?) and scale everything to be between them.
Oh yeah, and based on your current system here are some ideas for abilities:
- A vampiric card which can steal Hearts.
- A tanky card which looses Hearts for another card.
- An undead card which remains on-field but inactive after loosing all Hearts.
- A berserker card which sacrafices Hearts to deal damage.
- A sneaky card that can shuffle a single card's Hearts.
etc etc etc
Basically, there are tons of ideas based on the system you have here. I'd love to see how it looks after you've fleshed it out a bit!
The budget system is also good and sounds like something an experienced CCG player would come up with. The height system isn't quite what I envisioned but it works very well. I have some questions, though:
- How would attack damage be handled? Is that another stat like Hearts or Cost? (Budget/Salary sounds a bit business-y)
- When a card is defeated, how would you bring another into play? Do you regain the lost budget? Where do the new Heart Cards come from? Does your leader have to donate them?
- How would a flying character move to the ground spot when there is a card below it? (This is why I had a limit of 1 card a column)
- Is there a hard limit of 4 cards per person or do you plan to expand that? I'd love to try a deck with tons of super-cheap Fuzzies and a Golden Fuzzy as the leader.
Also, as this rough concept is developed, I'd suggest bringing the scale of Hearts/Cost back a bit. Come up with the weakest card you can think of (a Mini Goomba?) and set that as the minimum with 1 Heart / 1 Cost / 1 Attack. Then think of the strongest possible card (Shadow Queen?) and scale everything to be between them.
Oh yeah, and based on your current system here are some ideas for abilities:
- A vampiric card which can steal Hearts.
- A tanky card which looses Hearts for another card.
- An undead card which remains on-field but inactive after loosing all Hearts.
- A berserker card which sacrafices Hearts to deal damage.
- A sneaky card that can shuffle a single card's Hearts.
etc etc etc
Basically, there are tons of ideas based on the system you have here. I'd love to see how it looks after you've fleshed it out a bit!