I Made A TCG From Scratch! #2 | Start On The Art!

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  • Опубликовано: 23 окт 2024

Комментарии • 507

  • @ChaosGalaxyTCG
    @ChaosGalaxyTCG  2 месяца назад +73

    👇👇Card Ability Suggestion Box Here! 👇👇

    • @wacasommerfell469
      @wacasommerfell469 2 месяца назад +17

      For an Evolver, I think something like after you play a card with 8* Plus, Draw a card
      Or another Idea for an Evolver Ability: Death: upon playing a protector Deal 10x The Level of the Protector to all enemy Protectors.

    • @Mattwo7584
      @Mattwo7584 2 месяца назад +23

      A type of card that can regenerate your evolved back to a previous form, it would keep you alive but weaken your rolls

    • @Mattwo7584
      @Mattwo7584 2 месяца назад +12

      Have some stronger protectors with a piercing like ability where if they kill an opponent's protector they also damage the evolver

    • @alimckee5006
      @alimckee5006 2 месяца назад +10

      A small dragon that up grades your characters when it dies

    • @asimplethievingbat5978
      @asimplethievingbat5978 2 месяца назад +9

      I could see a card that permanently decreases the level of a protector in hand by 1. I'm not sure if that's too game breaking but it's an idea

  • @ninosandlarz783
    @ninosandlarz783 2 месяца назад +30

    A point to keep in mind : You chose a Yu-Gi-Oh-style combat where you have to be higher than your opponent to kill it.
    This means that if your opponent plays a card (or an evolver) that you can't pass with any card of your Deck, you find yourself blocked. It also makes aggro strategies much less effective than in other card games. Yu-Gi-Oh solved this issue by relying on spells and effects to wipe the board, but it makes the combat feel kinda pointless.
    Maybe you could add a rule to allow multiple small defenders to beat a big one?
    Or maybe a system of counters to keep track of the life loss (I know this is not very aesthetic) ?

    • @Chillz011
      @Chillz011 2 месяца назад +5

      I advised the same thing. Allowing multiple weaker cards to team up on stronger cards is what keeps balance.

    • @josephbleeker7581
      @josephbleeker7581 2 месяца назад

      Like When a character attacks an enemy it’ll weaken it but at the start of the other players turn if the character lives it’ll get its health back

  • @Chillz011
    @Chillz011 2 месяца назад +10

    A few suggestions:
    -Make damage counters so you don’t have to memorize numbers.
    -Consider playability with more than two people. I love how in Magic, for example, I can play with all my friends at once.
    -Maybe have some rare cards that don’t affect gameplay, like Pokemon TCG has secret rares that are very satisfying to get in a booster pack.
    -Maybe consider status conditions as a thing, like in Pokemon TCG your card could be paralyzed or poisoned.
    -To make 1 and 2 star cards more useful, maybe allow them to be played as a third protector at once. Only 1 and 2 stars can bypass the two protector per turn limit. This could lead to somewhat of a swarm deck when combined with drawing cards.
    And most importantly
    -I don’t know if this is already a thing but please allow combining cards stats to take out stronger cards, for example using a 200 and a 230 to take out a 400. The 230 card would also die. I just think it balances out strong cards that could be unkillable, although abilities could be another way to handle this.

  • @DogeBoy-qe3tx
    @DogeBoy-qe3tx 2 месяца назад +22

    Resource card idea: you could have it so you can also play resourse cards from your dice roll, but they give a permanent/temporary boost to your roll for future turns

  • @gscrazy670
    @gscrazy670 2 месяца назад +41

    For the dice mechanic you could replace the d6 with two d3's, this would be very unique and it would make it so its not possible to roll a one so you don't have that terrible feeling but also still have that great feeling of rolling a six, it also just makes the dice more consistent in general.

    • @GMD_Ganondorf2701
      @GMD_Ganondorf2701 2 месяца назад +5

      @@gscrazy670 the problem is. How to create a 3 sided dice

    • @gscrazy670
      @gscrazy670 2 месяца назад

      @@GMD_Ganondorf2701 You could just cant the numbers on a D'6 to have 2 1's 2 2's and 2 3's.

    • @camboyrdee
      @camboyrdee 2 месяца назад +2

      @@GMD_Ganondorf2701 half a D6 rounded up. 1,2=1, 3,4=2 and 5,6=3

    • @PeterBalabanov-o5r
      @PeterBalabanov-o5r Месяц назад

      thats actually good, because then you can't play a strong card early game

    • @Clearical_
      @Clearical_ Месяц назад

      @@GMD_Ganondorf2701 vsauce has made a 1,2,3 all the way to 10 dice I remeber they were very cool

  • @zAlpha
    @zAlpha 2 месяца назад +12

    Resource concept idea; Whatever amount of Pips you dont use from your dice roll + Evolver level becomes "Spell Pips" at the end of your turn which is a permanent resource bank for each player.
    Spell pips can be, ofcourse, used to cast Spells/Abilities or whatever youd like to call em, tis your game afterall. Spells can only be cast using Spell Pips (Unless otherwise specified)

  • @Godly-MC
    @Godly-MC 2 месяца назад +13

    I used t love making card games when I was little! Now you’ve enspired me to use my new skills to start again! Btw epic vid!

  • @auggiefrasco9743
    @auggiefrasco9743 Месяц назад +1

    Dang! It's starting to seem really fun!!! Good job! Thanks for spending so much time and doing your best! God bless!!!!!!!!!

  • @n1tss
    @n1tss 2 месяца назад +38

    Abilities for lower level monsters could help you get more resources and higher level monsters abilities could be all about helping you get a comeback

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +18

      Yes! I’m definitely thinking lower level protectors can help you draw/search your deck in order to speed up gameplay!

    • @mitchellima7548
      @mitchellima7548 2 месяца назад +6

      @@ChaosGalaxyTCGthis is exactly what I was thinking. Mid level cards are strong so keeping them vanilla(no abilities for most part, or trade off abilities) works. Low level creatures help cheat out more cards or die rolls, and big cards are bombs that truly flip a game. I also think reactive resources could help, like a card that is in response to your opponent doing something roll a die and if it lands on xyz negate it(something along those lines. I think resource cards in general should be tied to a separate die roll maybe). Either way this series and game seems awesome even in the early stages. Keep up the great work glad I found the channel yesterday(good timing)

  • @joshuahoem8740
    @joshuahoem8740 2 месяца назад +1

    One core statement made in the first video was how there was a desire to avoid counting, but one ability made a guy lose stats permanently which seemed like a form of counting.
    Also, since both evolvers had around 100 health, 1 star monsters do not seem to have a big impact on the game currently. Unless they can damage the evolvers but then youre back to tracking and counting.
    Just some thoughts, love the video!

  • @mlin2421
    @mlin2421 2 месяца назад +3

    Wow! I wasn’t really feeling the game for the first video, but now it really feels like it’s starting to come together! It’s kinda crazy how easy you made it look to create this, meanwhile I’m over here still struggling to even make one tcg.

  • @gustavobircol5052
    @gustavobircol5052 2 месяца назад +13

    Great video! Really liking the series so far! There is something I would like to say about the dice mechanic: the biggest problem in it for me is a lack of "control" of the situation by the player. Tcgs in general have quite a bit of luck involved by their very nature, and feeling like you only lost because your dice rolled only low numbers problably would feel quite bad. I liked your idea of the level of the evolver helping in that regard, but I believe that it would be better to not have the dice rolls being the only way to summon the defenders or to let the players have a way to influence the roll besides the level of their evolver (because it's something your opponent controls with much more ease than you). Sorry for the long comment, and I wish you the best in this new and interesting project!

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +5

      Thanks!! Ah interesting that you point out your opponent controls the level of cards you can play, hadn’t thought of that too much but defo something to take into account! Defo need more work on the playing protectors mechanic, Thanks!

    • @Kaminari-cb6ff
      @Kaminari-cb6ff 2 месяца назад +1

      ​@@ChaosGalaxyTCG😅 if you want it to be just your imagination then go ahead. But if you want some tips i really really recommend kohdoks video especially 7 deadly sins of tcg and errata text.

  • @ParadoxGotNext
    @ParadoxGotNext 2 месяца назад +7

    For protectors you can have an ability where you discard the protector to boost your dice roll by 1 or 2

  • @levell9615
    @levell9615 2 месяца назад +3

    Love the concept of getting like attached to your evolever line. It adds a fun Pokemon/ partner thing to the game. It would be cool to see how unique you can make them not just visually but with how they play as well.

  • @unleashedtcg
    @unleashedtcg 2 месяца назад +16

    Hey, quick tip for the card template, you should probably add a little text box on the evolved creatures, just saying what creature it evolved from. It's a little thing, but it makes sure people don't get mixed up.

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +13

      @@unleashedtcg this is true! I think I’ll give evolution lines an overall name - eg: ‘bomb dude’ for the guys I drew in this episode (but something better than that obviously 😂) but that way there could be potentially 2 different stage 3 ‘bomb dude’ evolvers you could choose from to put in your deck!

  • @officialcardsathome7774
    @officialcardsathome7774 2 месяца назад +4

    without a doubt, one of the most refreshing and insightful series I've seen on RUclips for a while. Good job king. Loving the relatable progression so far.

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +1

      @@officialcardsathome7774 thanks dude! Glad you’re enjoying it so far!!

  • @Gamingadmiral.
    @Gamingadmiral. 2 месяца назад +18

    I feel like this will turn out great!

  • @sinisterproductionspcg4599
    @sinisterproductionspcg4599 2 месяца назад +6

    These videos are becoming the highlight of my week

  • @smudge8466
    @smudge8466 2 месяца назад +7

    Maybe you could have a bunch of cards with effects that say"when you roll a 1" then, if you've got several of them, if you roll a one they all activate at once and it could be just as exciting as if you roll a six, but in a different way.

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +4

      Yess this is a cool idea, abilities which make low dice rolls actually useful!

  • @umamifriends
    @umamifriends 2 месяца назад +2

    Soo inspiring! Super bold to start over from scratch. A blank slate is super exciting though! Following along diligently

  • @jeromearrington9604
    @jeromearrington9604 2 месяца назад +2

    This process has been great to watch. Takes me back to my youth making my many TCGs for fun

  • @Diabl069
    @Diabl069 2 месяца назад +1

    Hello man, I just wanna say I used to watch your videos In childhood and enjoyed alot. I also used to make my own cards for my self. I almost forgot about this channel but luckily found it and unlocked my core memory.Its almost 7 years. Thanks a lot ❤

  • @camboyrdee
    @camboyrdee 2 месяца назад +1

    Could have a “dice reserve” where each player can keep up to 6 additional dice points to use to either summon monsters when they get a bad roll or to use higher level resources from their hand if they run out of dice roll points.
    Really excited to see how this turns out because it’s looking great so far!

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +1

      Oooh I quite like this idea! Defo adds a another level of skilful decision making to the game

  • @17gamers
    @17gamers 2 месяца назад +6

    Evolver: Whenever you evolve into this card, draw 1 card.
    Protector: Whenever this protector defeats another protector, draw 1 card, then discard 1 card.
    Evolver: Whenever you evolve into this card, bank 1 extra dice roll to be used on a future turn.
    Protector: Whenever this protector is defeated, bank 1 extra dice roll to be used on a future turn.
    Evolver: Whenever you evolve into this card, you may roll 2 dice and play a protector card from your discard pile equal to the result.
    Protector: Once per turn, before this protector attacks, you may discard 1 card, if you do increase this protectors power by 100 until the end of the turn.
    Just some ideas.

  • @Draco-FishProductions
    @Draco-FishProductions 2 месяца назад +6

    1:30 I love the card template, it's so simple yet so effective!

  • @secret276
    @secret276 2 месяца назад +3

    The ASMR from 5:12-5:45 was a great touch

  • @MechanicalMyth
    @MechanicalMyth 2 месяца назад +1

    I WAS WAITING FOR PART 2! I checked your channel literally everyday to see if you posted!

  • @xChikyx
    @xChikyx 2 месяца назад +2

    Suggestions:
    -Have all evolvers have an ability that triggers both when you roll a 1, or when the opponent rolls a 6, that way it won't feel that bad.
    -Instead of level 1 and 2 defenders all having the same stats, assign a point system to calculate their abilities (and all levels in general). For example, using magic terms, say keywords like flying, trample, or haste each cost 10. Level 1s can have 30 points, so it can be a 20 with trample, a 10 with flying haste, or a 30 with no abilities. Same for the other levels. That would help the balancing a LOT.
    -Get rid of permanent damage, it's a pain in the ass to keep track of it if you want a faster game and if you only want to use cards. If planning to play withe extra dice, then it doesnt matter.

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +1

      Thanks for all these!! I love the ideas of you getting strong abilities to make up for rolling a 1/ opponent rolling a 6 - and I’m definitely gonna work on making the protectors stats more varied!

  • @RussClub
    @RussClub 2 месяца назад +2

    I love it is so simple! Keep it up Zach! Love your vids!

  • @jgxjfigoy
    @jgxjfigoy 2 месяца назад +5

    a good idea would be including the deck more in gameplay. rng and luck is a tricky thing, and shuffling your deck on some cards would be a nice addition. not only that, but you can add cards to bring discarded cards back in, use maybe however much that card costs - 2 to bring it in and etc. you can also add abilities and mechanics to find card in your deck. also, you need to be able to get out of dead hands, which can include too weak or too expensive attackers, as the power of most of these cards are not playable in certain parts of the game while the currency to spend on cards increases. this next part is just me talking, but i think it would be cool to see an arena card, simular to pokemon stadiums, which can really spice up gameplay.

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +2

      Thanks for all these ideas!! I’m working on a plan this week to add consistency to the start of a game - also testing out an idea where dead cards in hand can be sacrificed to increase die roll results which is proving to work pretty well!!

  • @jefferyschroeder3104
    @jefferyschroeder3104 2 месяца назад +2

    I'm really excited for this series. I've been working on a card game for the last two years off and on, but it's just nice to see other people coming up with new stuff.
    I was thinking with the dice mechanic maybe to add a little more stability you could either make a dice pool or the amount you don't use each turn. Or at the very least like you could combine the current and previous turns roll, that way when you start you could use your first turn saving your roll and make something bigger the second turn if you get lucky, or towards the end of the game you could more reliably get out some bigger creatures out to make the endgame really crescendo.
    Just some thoughts. I'm excited to see this process.

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +1

      Thanks! Oooh I like the thought of the dice saving/reroll idea, will have to give it a try in playtesting - although will be hard not to make it broken where people save up dice rolls and try to OTK! Thanks and good luck with your game :)

    • @jefferyschroeder3104
      @jefferyschroeder3104 2 месяца назад +1

      @@ChaosGalaxyTCG yeah, that's kind of the biggest flaws I could see. But if you did like a two turn pool that might work out a little better. You best believe I'm going to be keeping my eye on this series though.
      Good luck with the play testing can't wait for the updates

  • @8bit-beaver768
    @8bit-beaver768 2 месяца назад +2

    Here's an idea, you could add Evolver "types/colors/species/etc" so that limits what cards you can put in your deck, similar to Flesh and Blood and One Piece TCG. That way you can't just use the best cards in the game and must follow your chosen strategy.
    As for "ressources", cards with level 1 through 3 could be played next to your Evolver and add a number to your next die roll and then be put in the discard pile. These would no longer be Protectors.
    Love the videos!

  • @samph0
    @samph0 2 месяца назад +3

    I'm so excited to see how this game turns out! Such a big fan of your work Zack

  • @DrQuatsch
    @DrQuatsch 2 месяца назад +1

    I feel like you should always be able to do something. Sometimes you role a 1 and simply do not have a card in your hand you can play.
    So I'd say you can make a backup for summoning, like a common resource deck, or a separate one for both player, where you can draw the top card if you throw a 1 up to 6 of them if you throw a 6. And then you can play one of the cards you drew and put the rest on the bottom of the resource deck. You can always enter this deck if you choose, but it costs you your summon.
    A couple of things you can think off would be recycling cards (drawing and putting back some of your cards in your hand), search a card from your deck, kill an opponent's protector, equip this card to a protector/evolvor you control and increase its stat by ..., revive a protector, kill your current protector to reroll your dice. Just throwing a few things out there.
    From an aesthetic point of view you might also make some markers. Green ones for a positive effect and red ones for a negative effect on your cards.

  • @J0non0
    @J0non0 2 месяца назад +2

    i think abilities/skills for sure need to be implemented as you and everyone else is saying but id like to see some that influence deck building. i think thematically your protectors could have abilities that interacted with the evolver and visa versa like if you have x evolver (or a certain stage of that evolver) then your protector gains an effect. abilities with synergies will also help deck building more rewarding and thoughtful rather than just looking for the biggest numbers or strongest abilities and also develops a theme or world around your evolver and makes you more attached to them if your deck has to be built around them
    in my mind a way to speed the game up would be to have cards "special summon" other cards from your hand or deck. its a very slippery slope going that route so potentially it could be an effect like "if this card dies summon two of x card from deck" or something like that which keeps the theme of comeback mechanics you want but it also keeps the initiative off of the turn player so that its not a swarm-the-field combo type thing unless you want that ofc, i think that kind of gameplay can be very cool if done well and would work in this game but it just depends where you want to take it
    as a general thing as well i think one player should be allowed to gain a clear advantage over the other at some point during the game, for both players i think if comeback mechanics are too present over the whole course of the game it feels both like your work to gain an advantage does nothing but also for the other player that there's no challenge to overcome so i think comeback mechanics could be more "explosive" and bring you back into the game with one turn for example

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +2

      Thanks for all the tips!! Definitely abilities that link protectors to Evolvers would make things feel very satisfying so defo going to explore this. Lots more card abilities/some special summoning stuff will happen in the next episode!!

  • @chilemeister5549
    @chilemeister5549 2 месяца назад +2

    Seems cool, i like the mechanics with evolvers and dices, keep it up

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +1

      @@chilemeister5549 thanks! Will dooo

  • @TheCrudcrayon
    @TheCrudcrayon 2 месяца назад +3

    I just know this series is going to be great, it's already a huge inspiration. Keep it up

  • @chriscommander4700
    @chriscommander4700 2 месяца назад +4

    Really enjoying these, keep up the great work !

  • @SiegeBreakTCG
    @SiegeBreakTCG 2 месяца назад +1

    I’m making a card game rn and this series is a big inspiration for me, thank you for showing the process of your play testing! It’s a lot of effort looking at each rule and card while testing, but its worth it to make a fun game :) looking forward to the next one!

  • @comettcg8830
    @comettcg8830 2 месяца назад +1

    as a more technical guy, seeing how you get artistic inspiration is mind opening, yeah there is a lot of cool stuffs around us.
    I wish you keep working around the dice, BCS some sprinkle of RNG is good for game, and for the dice-resource-low cost-high cost problem I have a suggestion of using card as supplemental resource, for example low cost can provide 3, high cost 2, and medium cost 1 (they are most playable). So let's say you're on lv 2 evolver, and just rolled 1, you now may play only cost 3. But by pitching another card such as cost 8 that gives you 2, you can play up to cost 5.
    as for combat, how the power resolve actually? I get the bigger power can crush the lower power, but is there any way for the lower power to crush the higher power? attacking together maybe? because what I see is there's a "wall" problem where game kind of stalled for one player if they can't out the opponent's highest power

  • @phae6352
    @phae6352 2 месяца назад +2

    Not a card Idea, but a Deck Building Idea, probably not useful rn, but maybe in the future.
    Evolvers have different Evolution lines, and the player choose what evolutions his evolver has based on whatever his strategy is. This way it makes for fun sideboard shinanigans.

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +2

      Great minds think alike - been toying with this idea so far this week, thanks!

  • @huntermendez563
    @huntermendez563 2 месяца назад +1

    Dice Phantom and Captain Bombadeer are my favorite they look so cool

  • @bradhamilton5937
    @bradhamilton5937 2 месяца назад +16

    This feels like a ridiculously fun and easy game. You can’t put videos out fast enough. Looking forward to the next one!

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +4

      @@bradhamilton5937 thanks man! I’m really enjoying it so far - new videos every other Monday!

  • @Doubled_8
    @Doubled_8 2 месяца назад +5

    I really like the art style you've gone for i think you should lean into the street art and simple line work and the art of the first evolver is very nice although i feel like the jump from a bomb man to the bomb snake and then back into a stronger bomb man and then into a dragon is a very big jump its almost like two creatures back and forth so the bomb snake would turn into the dragon and the bomb man would evolve into the stronger version not 1 line but 2 different ones. i really like the art style of the first trading card inspiration you showed (monster club tcg) i think those backgrounds make the characters pop and would also connect evolution lines together having similar colors/shades, the Guatemalan artwork with the simple line work and jagged creatures (the jaguar/cat in one of the inspiration photos needs to become something evo or protector) great video tho.

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +2

      Thanks!! I agree, like I said in the video just threw pen to paper without really thinking but the 2nd/4th evolver in the line are definitely getting a retrain!!

  • @MrTree-xo4wb
    @MrTree-xo4wb 2 месяца назад

    Dude I used to watch you all the time like 5 years ago. You inspired me to make a TON of homemade card games that me and my friends would play. I’m exited to start keeping up with this new game!

  • @mikeelarsen1964
    @mikeelarsen1964 2 месяца назад +3

    been checking every day for this to drop!

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +1

      Every other Monday going forward my dude 😎

  • @shinyhoohtcg2074
    @shinyhoohtcg2074 2 месяца назад +2

    You may want to consider adding spells if you are going the dice route, because then, at least you can add dice count to a dice roll by activating a spell so that would give you a chance to play something bigger.

    • @shinyhoohtcg2074
      @shinyhoohtcg2074 2 месяца назад +1

      Then you could also look into adding like response cards to play on your opponents turn because then if they get a high role, then they could probably react to it and make the dice roll smaller so they’re forced to summon a smaller monster, and it could bring just more interaction and more liability and card effects into the game. You can also have these effects on legs.

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +2

      Yes! Adding some spell cards is definitely on my list for this week!

  • @Gamingadmiral.
    @Gamingadmiral. 2 месяца назад +4

    Looks great so far!

  • @xburrex
    @xburrex 2 месяца назад +1

    I think its really fun to be able to play stuff on the opponents turn, to surprise them when they think they have the upper hand.
    You could make it possible to play effectors any time, but if it is on the opponents turn, there dice roll is the one that counts. So the better roll they did, the better "counter effect" you will be able to play. Can be a fun and tactical addon :)
    Love the thing you got going here! Keep it up.

  • @Beaumerang128
    @Beaumerang128 2 месяца назад +1

    Low level protector ideas:
    cards could have a swarm ability allowing them to attack together to wipe out an opponents bigger card.
    A hide ability that protects them for cards that are at least 2-3 levels higher than them
    Death ability that gives the player extra levels to play stronger cards. As in your opponent knocks out your weak protector and now you have a +1 level bonus to what you can play on your next turn

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +1

      Yessss the swarming idea is great, I liove the thought of a team of weaker protectors all teaming up to take down a big evolver! Defo testing that out this week :)

  • @iodachi
    @iodachi 2 месяца назад +2

    A fun mechanic might be letting players sack their own Evolvers if they need more purchasing power, like if they rolled a 3 and either had nothing less than lvl 5 or had the perfect lvl 5 card for the situation, they could force-evolve their Evolver to stage 2 in order to play it. Would also prevent the problem you mentioned where the winning player leaves the underdog's Evolver at a low stage to grind them out. Depending on balancing, force-evolving could ignore the Evolver's Play or Death abilities to make it not the immediate choice if you're behind

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +1

      Yes I defo like the thought of using your evolver as a resource which you can expend - defo gonna have some card abilities that lean into this!!

  • @KiwiKJ
    @KiwiKJ 2 месяца назад +2

    This is a great start, man!
    Honestly, my biggest thing would be to look at TTRPG's for some inspo on dice mechanics. It may seem odd, but if you did different dice for the actual attacks for the protectors, it could work a lot better. So for example; a Level 1 protector might use a d4 who has to face off against a Level 3 who uses a d6. There is still a chance that the Level 1 can beat the Level 3, as long as it rolls higher than the Level 3. You can even do things like "d4+3" meaning you roll a d4 and add 3 to what you roll, to make it more interesting.
    Using another example, a TTRPG called Nimble has a mechanic where if you roll a 1 it's a full miss, but if you roll the highest number on that die, you get to roll again and add that much more to your roll. The dice could be as simple as "d4, d6, d8, d12" as a steady increase in damage, or you could do pools of d6's.
    This still adds that randomness factor, while also giving players a fair chance with exciting results.

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +2

      Oooh different sized dice is a really good idea, will have to give that a go and look into the TTRPGs, thanks!

  • @Z3llaOfficialFN
    @Z3llaOfficialFN 2 месяца назад +2

    That intro is a VIBE ngl

  • @lukast8077
    @lukast8077 2 месяца назад +1

    Card idea: 6 mana, 120, effect: next turn, your mana gained from level counts twice.
    Another idea to the dice thing: maybe experiment with different dice? Could be either just a D4 to decrease the rng or an increase of dice level of some sorts.
    Another consideration, which is commonly used in board games, is using 2 instead of one die. This pulls the outcome more centered and makes it more balanced, while still allowing for clutch moments

  • @potatoheadpokemario1931
    @potatoheadpokemario1931 2 месяца назад +2

    For your bomb evoler switch stage 4 with stage 3 should stabilize the evolution

  • @gianlucatosney937
    @gianlucatosney937 2 месяца назад

    Hey man, just wanted to send a quick message you probably won't read just to say how much I have enjoyed your channel. 3 days ago, I didn't even realise homemade TCGs were a thing and I have binged so many of your videos on the topic (your own games, the history of the community and this current series). What really shines through is your passion for the hobby, your infectious personality and your excellent presentation style. Really looking forward to seeing more from you and to dip my toes into some homemade TCGs at some point soon.

  • @epicunderworlds5693
    @epicunderworlds5693 2 месяца назад +2

    I love dice rolling games. So unique and I haven't seen many pull it off besides Wrath of Cores 2.

  • @PokeMaxdt
    @PokeMaxdt 2 месяца назад +2

    I seen the first episode like 50 times as background sound for when making my Tcg "Kingdom Brawl"

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +2

      Single-handedly breaking my viewcounts 😂🫶🫶

  • @greggoso600
    @greggoso600 2 месяца назад +1

    As a fan of cardgames in general i absolutely love this series and i love the vibe of the artworks, so simple yet goofy and very fitting
    2 things id like to tell you:
    i dont love the dice mechanic and have no idea on how you could make it work better so just telling you im not a fan basically
    but most important i would consider, when trying to create a new tcg, working on multiple hypothetical tcgs at the same time and maybe try and make them as different as possible from each other so that you can follow the path with the basic mechanics you like the most out of the bunch
    just an idea, maybe too much to fit in a video though idk, would watch 1h long episodes but im a huge tcg nerd so i dont think this opinion would be shared by most people
    liked and subbed, keep em coming brosky

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +1

      Thanks for the feedback! The dice mechanic seems to be splitting opinions so next episode I’m trying out mechanics/alternatives to make it work. Glad to have you on board though!!

  • @JakeFrost-e6w
    @JakeFrost-e6w 2 месяца назад +2

    I honestly kinda wanna see resource cards have something like how Yugioh handles spells and traps. One of my biggest gripes of Chaos Galaxy was that the interactive cards stayed in the hand and only needed a singular zone open to use them, but there would be more layers to the game if you could set resource cards down and bluff having interaction rather than the "If they have it, they have it" nature of Chaos Galaxy's gameplay

    • @JakeFrost-e6w
      @JakeFrost-e6w 2 месяца назад

      And another thing, I know I suggested this on the previous episode, but one issue I am seeing with the game that might break it down the line is that cards are super generic. I think an attribute or typal system would work well so you can add deck building restrictions. This prevents all the "Good stuff" decks from dominating and makes balancing cards easier since they can only be used in certain decks. I would suggest this for Effector/Resource cards too to that the attributes/types have their own strengths and weaknesses. It'd add a bit of complexity to the deck building without making the actual game itself more complex

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +1

      Yes having a bluff/resource setting system I think will work well for sure!

  • @WrathOfCoresTCG
    @WrathOfCoresTCG 2 месяца назад +4

    When it comes to dice rolls, maybe stagel 5 and 6 cards could do with a mechanic which involves rolling two dice at the same time instead of one??
    My game has the die roll mechanic but one thing I would think to add to the game (if it were to be reset) would be too add additional dice for certain types of pay

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +1

      Yess - defo gonna try out the multiple dice idea, along with a few others to make it a more interesting mechanic!

  • @i_scream5947
    @i_scream5947 2 месяца назад +3

    Card effect idea: sacrafice a level 1,2 and 3 card to draw 2 from your deck and summon a level 4 from your hand
    Just an idea i came up with on the spot

    • @i_scream5947
      @i_scream5947 2 месяца назад

      Didnt see the effect box💀

  • @WilliamBusch-j5v
    @WilliamBusch-j5v 2 месяца назад

    Subbed after stumbling onto Ep. 1. I'm also an aspiring game designer, this is some great insight into someone doing this long term, learning a lot.

  • @d4rk363
    @d4rk363 2 месяца назад

    I'm absolutely loving this series, I'm also making a tcg currently based on a old comic series I used to make in primary school

  • @travisbuschette8609
    @travisbuschette8609 2 месяца назад +1

    I have some thoughts I'll type out later, but if you want to add resource cards, I'd go with the Duel Masters method where every card can be turned into a resource. That will solve the issue of having strong cards ypu can't play stuck in your hand. The resource could be a DNA symbol to fit the evolution theme and you could call your resource "Strands."

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад

      I like this idea! I’m familiar with Duel masters’ rules and discarding resources to add numbers to your dice rolls could be the way to go! Thanks!

  • @codenamexelda
    @codenamexelda 2 месяца назад +2

    Huge idea, double sided evolvers, Seeing as you're always putting them underneath when they die. Why not have the stack be double sided? That way, you can flip the stack over and continue at six and above.

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +1

      Ahhh that could be cool! Like a mystery evolver that’s revealed at a random point!

  • @dariostabletopminatures
    @dariostabletopminatures 2 месяца назад +2

    Have to check out your Latest Videos!
    Greetings from Germany! Dario!

  • @levell9615
    @levell9615 2 месяца назад +1

    I think a good idea for recourse cards is to make a separate deck to draw them from. I always find it annoying when I need a monster and get a spell in a card game. Just an idea tho

  • @hansanderson9556
    @hansanderson9556 2 месяца назад +4

    You should ditch the dice rolling and/or the combat system, as it is now. When you have a good start and kill the opponents evolver 1-3 times your creatures are literally to weak to kill him and you can't summon strong enough ones until your evolver dies because you are capped at level 7s. So you can just wait until your evolver is killed. Maybe Group Attacks, spells or more effects could also fix the problem.

  • @m.v.r.3395
    @m.v.r.3395 2 месяца назад

    I've seen your vids from the start and am the same age as you. Since 2 years I am a published game designer. Eventhough I dont make TCG's your content has been inspirational.
    Really awesome that you are working on a new game now! I'll definately follow along and will try to add to the discussion.
    One thing I would consider is the numbers used as the attack stat. I know you are inspired by Yu-Gi-Oh and they use thosr high numbers. But 400 and 800 to a 5000 health can also be 4 and 8 to a 50 health. A lot of modern games have taken on simpler mathematics. Or perhaps there is even another unique route possible for the attack stat.
    I love that the game Evolvers has this big catch-up mechanism. As the loser gets stronger basically. And it ends with a bossfight, which is also great for the progression of the game.

  • @Liamself
    @Liamself 2 месяца назад +1

    You should let us draw some monsters and post them under a hashtag!

  • @benobarn
    @benobarn 7 дней назад

    you sir are a real artist and i see you have fantasy and really enjoying what you do

  • @Lucky4You-my8qo
    @Lucky4You-my8qo 2 месяца назад +4

    I think the Evolver ability should also evolve with the Evolver like it looks weird when its a whole new completely different ability.. like for example a lv.1 evolver has the ability once per turn the opponent discards a card.. see how the ability is weak. then Lv.2 of that evolver is like the opponent discards 2 cards or like you draw 1 and they discard a card.. and it just evolves over time.. if that makes sense?

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +2

      Oooih I like this, could work really nicely with the Bomb Evolvers starting small and when you get to the last evolver it nukes the whole board or something!

  • @SaturdayMorningSmashTCG
    @SaturdayMorningSmashTCG 2 месяца назад

    Thanks for making these videos! They've made me start to make my own HTCG

  • @tommysenders
    @tommysenders 2 месяца назад

    Hey!
    First of all, thank you very much for documenting your design process on RUclips! It's great to see how a creative process comes together!
    After watching your video, I thought about the design points you mentioned, and I would like to share my thoughts with you! 😄
    Maybe it would be interesting to adjust the values of the dice. As you mentioned, rolling a 1 didn't feel so great. You could change this number to another one, giving you a better chance of rolling that number!
    Additionally, I think it might be cool to develop a way for players to sacrifice their little monster later in the game to improve their dice rolls. So those cards are still usefull later in the game.
    Hopefully, this is helpful!
    Good luck, and I'm looking forward to the next video! 😄
    Best regards,
    A fellow game designer!

  • @ritzonritz
    @ritzonritz 2 месяца назад +2

    ive been waiting for pt2 tyyyy

  • @grtx_6015
    @grtx_6015 2 месяца назад

    Great series! Can't wait for episode 3

  • @YugiohEnthusiast
    @YugiohEnthusiast 2 месяца назад +1

    You should make a card with an effect to directly attack the evolver but at the cost of losing your next turn

  • @TeaIngyer
    @TeaIngyer 2 месяца назад +1

    I think low level Protectors should have cheesy effects, to make them worth playing. Soft floodgates and such.
    Like off the top of my head...
    Seat Reserver
    Protector
    Level 1
    50 Power
    [Play : When your opponent has 2 Protectors, they cannot play a third until Seat Reserver dies or leaves play]
    or
    Meddling Minion
    Protector
    Level 2
    0 Power
    [Play : Your opponent must attack Meddling Minion with their strongest Protector next turn.]

  • @taino175
    @taino175 2 месяца назад

    yoo, i love this! The bat you drew looks a lot like golbat. Not that it's an issue. There's bound to be some crossover between franchises especially when the older card games are so prolific and use real world animals as inspiration. Very entertaining video

  • @Bralore125
    @Bralore125 2 месяца назад +2

    This looks incredible, I think aubade commander, and a floop evolver would be fun. Like we got the new aubade comander card in the sheos planetary collection. So i think there could be more and the commander would be the final stage. Also slush and tononononononon should be protectors

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +2

      @@Bralore125 defo gonna throw some Chaos Galaxy favourites into this game as crossovers/easter eggs!

    • @Bralore125
      @Bralore125 2 месяца назад +1

      ​​@@ChaosGalaxyTCGlet's gooooooooo, also, I think mabey some little dudes and elementals that haven't been brought to chaos galaxy would be cool, like cloudibobs

  • @MathewGX
    @MathewGX 2 месяца назад +2

    I don't know if you have implemented something like this yet, but I think giving some Evolvers abilities that trigger upon reaching that stage of evolution would be interesting.

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад +2

      @@MathewGX I’ve been thinking about this for sure!

    • @MathewGX
      @MathewGX 2 месяца назад +1

      @@ChaosGalaxyTCG Also one thing that could be worth your consideration is giving each Evolver "family" an affinity that could tie into some sort of faction system. Put another way, the Protectors and Effect cards you can include in a deck must share the same faction as your Evolver. This is a good way to ensure that each deck isn't just made up of the same Protectors and Effectors at each level. It seems like an idea to put in the back pocket.

  • @foxphantom3960
    @foxphantom3960 2 месяца назад

    Great video, it is inspiring me to work more on my own TCG.
    For the Evolvers, what if on each card there is a chart. For example a Level one could have something like: Roll a 1-2 you may play a card of 1-3 stars; roll a 3-4 a card of 4-6 stars; 5-6 a card of 7 or higher stars.
    Then a Level 5 can up it to something like: Roll a 1-3 to play a 5 or lower card, Roll a 4-6 to play a 6 or higher card.
    Or to make it more complex, you could have something like: Roll a 1-5 to play a 1-4 star card, roll a 6 to destroy 1 Protector on the opponent's side of the field.

  • @Deathbolt7
    @Deathbolt7 2 месяца назад +1

    At robotic modification cards where if you get a certain amount of ___ you can add an ability or power to a card

  • @ichich8932
    @ichich8932 2 месяца назад +1

    One issue i see,is if you have a strong card like 250,the opponent doesnt have a big chances to kill it.
    Maybe you could lose your strongest card if you kill one of your opponents evolver

  • @epickillerotis8967
    @epickillerotis8967 2 месяца назад

    Here’s two ideas to change. Maybe.
    1) You can not play any cards to draw a card. This means you can still do something on a useless roll, or get cheaper cards if you only have beasts.
    2) Make high cost cards their own protector type, say “Awakeners”. They can be played as cheap protectors, but you can when they’re dead play them for high cost. This is my example, but any way to use them earlier.
    3) Failing 2, instead of using a 1 level = 50 system, make them much more powerful. Though maybe not high points - that could get silly, but powerful abilities.

  • @WrathOfCoresTCG
    @WrathOfCoresTCG 2 месяца назад +2

    04:48 it's Onyx! Haha, or should I say, 'Bombyx'

  • @debbiericheal1572
    @debbiericheal1572 2 месяца назад

    I just start watching your videos and i gotta say they are amazing and you inspired me to make my own tcg

  • @brainpixelsgaming
    @brainpixelsgaming 2 месяца назад +1

    One thing I would say is that manflakis lazer not going to the end is a little weird so I would recommend finalizing or at least having a general concept of where the art box is gonna be and how big it is before continuing with art. Makes it easier in the long run

  • @Elektric-Youtube
    @Elektric-Youtube 2 месяца назад +1

    Love how this is coming out so far, maybe just make it so the dice rolls make less of a crazy difference, this would help the loser have an actual advantage still if their opponent rolls well by maybe making it 1-4 or something similar.

  • @cookingsimple6268
    @cookingsimple6268 2 месяца назад +1

    For a reasorce card you could have rune cards. They take a certain amount of turns to power up on the field and once they charge up you can activate them and use their effects

  • @Beets_Creations
    @Beets_Creations 2 месяца назад +1

    I mentioned this last time but ill throw this out there again. I would recommend looking in to dextrous. Its seriously a game changer. Pun intended

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад

      @@Beets_Creations ooh I’ve never heard of it! Will have a look :)

    • @Beets_Creations
      @Beets_Creations 2 месяца назад

      @@ChaosGalaxyTCG it's helped me so much with card creation. Dave Jeltema has a really good video on it

  • @greenbutler3682
    @greenbutler3682 2 месяца назад

    I really, really think the dice mechanic is still a bad idea, but if you're going to add it, making it so the resources depend on dice + something else like you did here is going to be a band-aid-esque solution at best because the root is the fact dice are even getting involved there at all. I have 2 ideas for dice mechanics:
    - Critical Hits: when your protector defeats another protector in battle, you can roll a die, and if you land on a six, that’ll defeat your opponent's evolver. The result from a 6 can very easily change, that's just the one I thought of.
    - Effects: just having a lot of dice roll effects, similar to what Pokemon does with coin flips

  • @calebrobotart
    @calebrobotart 2 месяца назад

    Loving this game so far...
    I think what could be useful is some sort of low-level resource that increases dice points and allows higher-level cards to be played sooner. That could introduce the tactical element of trading off a few battle loses early in the game to bring out the big guns sooner than your opponent.

  • @BedwarsFootballer
    @BedwarsFootballer 2 месяца назад +1

    Amazing art I hope I can make cards like you in the future

    • @ChaosGalaxyTCG
      @ChaosGalaxyTCG  2 месяца назад

      Thanks! They’ll look a lot better by the time the game’s done! And it’s aaaaall practise!

  • @RinizdinoRawr
    @RinizdinoRawr 2 месяца назад

    really cool sick base game i love the idea of having your leader get stronger as you lose and its really fun watching the thought process
    one way i feel like that can help the game to speed up while also giving a resource would be to do something like a charge and draw mechanic sorta like the game Buddyfight. once per a turn obvs so no is just doing it over and over
    it can help with not having a bricked hand of too many high levels when at a low evolver and just can't roll for that high number. not only that you can create spells or option cards that will use that said resource to take down any big number protectors or any wide board. which i believe can def help in the long run of the game itself with power creep.
    you can even make it so that only protectors can be used for the charge and draw mechanic. and each deck can only have a limited amount of said options so no deck is just filled with em

  • @theJmanStriketh
    @theJmanStriketh 2 месяца назад

    Some thoughts:
    when it comes to units, it feels a little rough to keep track of power in groups of 10 and that one card lost power in groups of 50. Thats makes it harder to track state with the dice. Feels like a small disconnect.
    On dice rolls, you don't have to use a D6. you can compress your scale by using something like a 3 or four sided die, or you can use something like Fudge dice (4 dice with 2x -1, 2x 0, 2x +1 sides) and only count positive rolls. A thought on an interesting ability/effect is to borrow Advantage/Disadvantage from D&D (advantage: roll twice and take the higher value, disadvantage: roll twice and take the lower value).
    On combat mechanics, I think you could use some type of evasion. Right now all cards are symmetric which is great for simplicity, but big dudes just crush. I would consider something like "defend 50: this gets +50 when attacked" or "Aggro 50: this gets +50 on attack". It allows deck spaces for combo decks to stall on low rolls, or aggro decks to risk lowering defenses for cheaper attack spikes.
    On evolutions, it feels weird/tough to have pack collations with 6 cards in a set. Since they're not shuffled in you could do 3 double-faced cards with a "genotype" and the lower levels having fewer choices. So Dabomb Genotype might always start with Bomba/Badomba and then split to Dabomb+Man and Dabomb+Beast types with "Captain Boom"//"General Boom" and "Thief Bomber"//"Spy bomber" being L3//L4 options for Bomba+Man and "Dyna-Mites"//"Dyna-Mantis" being an option for Dabomb+Beast L3//L4. Repeat for L5//L6 for +Man and +Beast genotypes. It would give more deck building choices around deck synergies and double-sided means pulling one evolver pack slot is more useful/interesting.

  • @TheOscoste
    @TheOscoste Месяц назад

    Hi! Watching your videos and your story from when you made your first TCG at age 8, I can see that you are passionate and really enjoy the artistic side of the creation of a game like this. I came along your videos because I'm trying to do a TCG for myself. I love drawing but lack the ability to make a good mechanic for a game. Would you let me help you with some art for your game? Not trying to make money or anything. I just would love to be a part of something like this. I would be really happy I you could just consider this. If not I still love your artwork and the consistency of your original ideas from your first games! Keep on working hard for your passion!

  • @TheUnburntGod
    @TheUnburntGod Месяц назад

    Loving this series, it's making me want to create a TCG haha.
    One point though, in the last video you stated you don't want to have to "keep track of things" like counters and such, yet it seems like you have to keep track of some arbitrary numbers on some of the abilities, like +50 to a Protector or +20 to an Evolver or whatever. Not sure if this was intentional or not just wondering. Also I really hope you saw that comment about 2d3's. You can still get 6's but you can never get 1's which might be better for player satisfaction :)

  • @Undrave
    @Undrave 2 месяца назад

    If you want to keep the dice roll but have ressource, you could make it so each Evolver produce ressources, let's say 3 each from a certain range of possibility, and when you roll the die it tells you which ressource it produces out of the three. Some Evolver could have a balance spread (1-2, 3-4, 5-6) while another is more specialized (1,2, 3-4-5-6), but they all produce three different ressources, some could change as they evolve. The higher the level the more resource they produce. Resources wouldn't keep from turn to turn just to keep it simple.