I got some notes for the video: -I'm guessing the player's life is (like most other things in the video) at 8000 LP like Yugioh, but I don't think I heard anything about this be mentioned. -For the battle demonstration, probably for simplicity's sake, the board is missing the very front section (banished and SL Champion Zones). This is important because even as a Yugioh player, it is easy to think of it as the Extra Monster Zones (AKA shared by both players) but this doesn't seem to be the case in this game because you never made that distinction and you have an area opposite on the board to the banished cards, and it'd be on the way of the opponent's if it worked this way.... Still I'd advice this to be showcased because people unfamiliar with card games will probably be lost on that detail and Yugioh players would assume things that aren't. I just saw a facebook ad like 30 minutes ago and found this vid digging into things, otherwise this is my first time hearing of the project so as for my first impressions after roughly going through the video contents twice: Some things are cool but some things I wouldn't necessarily consider an improvement or even that potentially well thought out here, more specifically (and I understand why officially a tutorial can't just mention a different game like yugioh, but it's still probably the best way to convey some things, so forgive me in advance xD ) -I like the crossed out Levels to denote nomi/semi-nomi. If it saves text and is self-explanatory, it is clever IMO. -The battle interaction has variations that seem arbitrary rather than intuitive. I love the "hitting higher DEF kills you" aspect that would give a much needed edge to defensive gameplans that the game is prone to grow out of relatively quickly, but it is odd that evenly matching a DEF stat in battle keeps both monsters when all other Defense Position-related battles cause casualties. Similarly, hitting a higher ATK with an attack position being the only scenario for ATK vs ATK with no casualties, and that seems to be missing out on design room like clashing floaters that toolbox you options. Maybe you have cards that showcase the reason behind this choice better but it is just odd to me. -Naming your Main Phase equivalent 2 different things sounds very prone to force you into listing both in a lot of effects down the line. It mechanically won't do much but in card text it seems like it'd cause extra word clutter, and we know how Yugioh is, if you can simplify text without making rules issues or abusing symbols and keywords too much I'd say it is a go-to plan. -Levels.... Yugioh's Tribute Summon is already dodgy, capping at double tributes and only working out much of the time by circumventing the tribute mechanics themselves (cheating your way out of using the normal procedures), and running them in limited quantities for the lowest tier of Tribute Summons (single Tributes). You went up to 5-Tribute cards in the game's design without seemingly tweaking anything that could help give the mechanic a more fair edge. Without looking at context from the cards/effects already existing in this game, I'd say probably cap it at 3, even out the tribute stages.Yugioh's are so uneven because they did not exist until about a year after the OCG game's existence, like a patch, but you have a new thing here so you don't need to follow suit with uneven arbitrary and non-intuitive amounts..... or at least make the levels different tones/values and/or sizes to visually communicate in the card that the number of Tributes has gone up from there. -Extra Deck and SL Champion Zones I imagine are related mechanically. It is probably a more advanced thing that needs its own video. I'd guess print the paper mat in a way that the folds can more or less perfectly fold away that front row (and pretend the banished isn't there for very beginners' experience. I think that would be a useful note for the product. Especially if it's not gonna be dived on just yet. -I see the need of visual unity and visual identity is tackled with those margins, but gonna be honest, the art being full art despite a frame there makes the frame look unnecessary and it looks a bit bothersome. The not-Field Spell's font for the card type made me think I was looking at a perfume box rather than a playing card. Plus the bold spikes from the top being so thick and yellow. It deters from the benefit of being full art a bit and does look like center fields from yugioh like somebody else mentioned. And all card types look samey despite card type and elements, which can disrupt visual intuition during gameplay unless you memorized most of the cards being played. I'd recommend the golden frames make themselves useful by portraying colors of the attributes, and have the frame's design change to denote the spells vs monsters, and even in another way for extra deck cards. Squared for champions, spiky for spells, and round for other special stuff for example. Because of the lack of mentioning a win-condition altogether I'm gonna assume LP = 0 = lose and deck = 0 + failure to draw = lose, but it'd be nice to hear that. Finally, be mindful of the font size, not just for effects but for all data. It seems a bit on the small side here. This can't be elaborated until I see more of the project (I found the kickstarter but haven't yet read it). Dark Spell instead of Trap might simplify some things but if your spells plan on having attributes like the champions or if dark is an attribute (even for just champions) I do recommend rethinking that naming convention.
No estilo Yu-Gi-Oh, espero que não cometa o mesmo erro, pois Yu-Gi-Oh é um jogo completo, só que os efeitos de cartas hj não tem mais custo nenhum, por exemplo a fusão: Fusão do dark magician e buster blader, o efeito dela é descarta uma magia para nega uma magia uma vez por turno, esse efeito é Excelente porque para vc negar uma vc descarta uma e seu turno vc não ta com uma mega fuck carta na mão e aplica 1 otk Já hoje em dia tem o baroness que só nega e acabou, não tem custo para esse grande efeito, é uma vez no turno é, mas nega uma carta qualquer sem custo de descarte ou pagar vida ou até removela do jogo é complicado
Megustó el video tengo una pregunta despues de llegue a la meta de Kickstarter esto llegará a méxico esa es mi pregunta ya que megustó ese estilo y para mí algo que si puede llegar sin ningún problema a méxico y algo nuevo
I got some notes for the video:
-I'm guessing the player's life is (like most other things in the video) at 8000 LP like Yugioh, but I don't think I heard anything about this be mentioned.
-For the battle demonstration, probably for simplicity's sake, the board is missing the very front section (banished and SL Champion Zones). This is important because even as a Yugioh player, it is easy to think of it as the Extra Monster Zones (AKA shared by both players) but this doesn't seem to be the case in this game because you never made that distinction and you have an area opposite on the board to the banished cards, and it'd be on the way of the opponent's if it worked this way.... Still I'd advice this to be showcased because people unfamiliar with card games will probably be lost on that detail and Yugioh players would assume things that aren't.
I just saw a facebook ad like 30 minutes ago and found this vid digging into things, otherwise this is my first time hearing of the project so as for my first impressions after roughly going through the video contents twice:
Some things are cool but some things I wouldn't necessarily consider an improvement or even that potentially well thought out here, more specifically (and I understand why officially a tutorial can't just mention a different game like yugioh, but it's still probably the best way to convey some things, so forgive me in advance xD )
-I like the crossed out Levels to denote nomi/semi-nomi. If it saves text and is self-explanatory, it is clever IMO.
-The battle interaction has variations that seem arbitrary rather than intuitive. I love the "hitting higher DEF kills you" aspect that would give a much needed edge to defensive gameplans that the game is prone to grow out of relatively quickly, but it is odd that evenly matching a DEF stat in battle keeps both monsters when all other Defense Position-related battles cause casualties.
Similarly, hitting a higher ATK with an attack position being the only scenario for ATK vs ATK with no casualties, and that seems to be missing out on design room like clashing floaters that toolbox you options. Maybe you have cards that showcase the reason behind this choice better but it is just odd to me.
-Naming your Main Phase equivalent 2 different things sounds very prone to force you into listing both in a lot of effects down the line. It mechanically won't do much but in card text it seems like it'd cause extra word clutter, and we know how Yugioh is, if you can simplify text without making rules issues or abusing symbols and keywords too much I'd say it is a go-to plan.
-Levels.... Yugioh's Tribute Summon is already dodgy, capping at double tributes and only working out much of the time by circumventing the tribute mechanics themselves (cheating your way out of using the normal procedures), and running them in limited quantities for the lowest tier of Tribute Summons (single Tributes). You went up to 5-Tribute cards in the game's design without seemingly tweaking anything that could help give the mechanic a more fair edge. Without looking at context from the cards/effects already existing in this game, I'd say probably cap it at 3, even out the tribute stages.Yugioh's are so uneven because they did not exist until about a year after the OCG game's existence, like a patch, but you have a new thing here so you don't need to follow suit with uneven arbitrary and non-intuitive amounts..... or at least make the levels different tones/values and/or sizes to visually communicate in the card that the number of Tributes has gone up from there.
-Extra Deck and SL Champion Zones I imagine are related mechanically. It is probably a more advanced thing that needs its own video. I'd guess print the paper mat in a way that the folds can more or less perfectly fold away that front row (and pretend the banished isn't there for very beginners' experience. I think that would be a useful note for the product. Especially if it's not gonna be dived on just yet.
-I see the need of visual unity and visual identity is tackled with those margins, but gonna be honest, the art being full art despite a frame there makes the frame look unnecessary and it looks a bit bothersome. The not-Field Spell's font for the card type made me think I was looking at a perfume box rather than a playing card. Plus the bold spikes from the top being so thick and yellow. It deters from the benefit of being full art a bit and does look like center fields from yugioh like somebody else mentioned. And all card types look samey despite card type and elements, which can disrupt visual intuition during gameplay unless you memorized most of the cards being played. I'd recommend the golden frames make themselves useful by portraying colors of the attributes, and have the frame's design change to denote the spells vs monsters, and even in another way for extra deck cards. Squared for champions, spiky for spells, and round for other special stuff for example.
Because of the lack of mentioning a win-condition altogether I'm gonna assume LP = 0 = lose and deck = 0 + failure to draw = lose, but it'd be nice to hear that.
Finally, be mindful of the font size, not just for effects but for all data. It seems a bit on the small side here. This can't be elaborated until I see more of the project (I found the kickstarter but haven't yet read it). Dark Spell instead of Trap might simplify some things but if your spells plan on having attributes like the champions or if dark is an attribute (even for just champions) I do recommend rethinking that naming convention.
Thank you for the tutorial, very thorough and clear.
Thanks for putting up this great video!
Oh, so it’s yugioh?
very similar mechanics so it should be already familiar to most
@@WONDRLNDTCG so it came from the same developer? Or there is no copyright on the mecanism?
@@epetov6388 no it doesn’t
No estilo Yu-Gi-Oh, espero que não cometa o mesmo erro, pois Yu-Gi-Oh é um jogo completo, só que os efeitos de cartas hj não tem mais custo nenhum, por exemplo a fusão:
Fusão do dark magician e buster blader, o efeito dela é descarta uma magia para nega uma magia uma vez por turno, esse efeito é Excelente porque para vc negar uma vc descarta uma e seu turno vc não ta com uma mega fuck carta na mão e aplica 1 otk
Já hoje em dia tem o baroness que só nega e acabou, não tem custo para esse grande efeito, é uma vez no turno é, mas nega uma carta qualquer sem custo de descarte ou pagar vida ou até removela do jogo é complicado
I like The Art of WONDRLND TCG
I want to collect all the cards
is WONDRLND TCG Art Card
made by an Artist or Ai?
thanks so much! the art is made by both
Just need to see an actual game to take place so i can visualize it better in my head
i feel like its older Yu-Gi-Oh which i dont mind hope it doesnt have like crazy different text on cards😊
Please bring to Brazil 🥺
Megustó el video tengo una pregunta despues de llegue a la meta de Kickstarter esto llegará a méxico esa es mi pregunta ya que megustó ese estilo y para mí algo que si puede llegar sin ningún problema a méxico y algo nuevo
Extra stage? Whatcdoes it do?
Is it available in México?
spell cards should have different frame color from champion cards. just like handler.