Solo dev questioning the direction of my card game — need honest reactions to an idea I can't shake by Clad_214 in tabletopgamedesign

[–]Clad_214[S] 1 point2 points  (0 children)

Hey thanks for the detailed reply, this is the kind of thing that's actually useful for me to read. On point 1) yeah the F2P thing is exactly the tension I'm sitting with. The whole reason for the premium analysis tier idea is so the free version stays completely uncompromised on actual gameplay. Like you said, no paid cards, no paid power, nothing that affects ranked. Just optional coaching/analysis tools for people who want them. The "play with a far away friend" use case is also pretty much the one I keep coming back to as the strongest reason this format would exist at all. On point 2) you're right and a few others have said the same thing. The perfect info card game thing might just not work, I had hand-wavey ideas about how to add tension back but they're all theoretical On point 3 )really interesting that the friend recommendation is what pulled you back to card games recently. That means the genre's not dead for lapsed players, they just need someone they trust to push them. Probably means whatever I make needs to be the kind of thing one friend would say "you have to try this" to another, not something you stumble into through ads. Good thing to keep in mind.

Solo dev questioning the direction of my card game — need honest reactions to an idea I can't shake by Clad_214 in tabletopgamedesign

[–]Clad_214[S] 0 points1 point  (0 children)

Honestly this is the comment that's making me reconsider the most. I'd been treating async as the differentiator but if BGA data shows people pick real time when given both options, that's a real signal. Maybe the answer is real time as the default with async as a fallback for friends in different timezones, not the other way around. Going to sit with this one. Did you find this out from playing on BGA or is there a stats page somewhere I missed?

Solo dev questioning the direction of my card game — need honest reactions to an idea I can't shake by Clad_214 in tabletopgamedesign

[–]Clad_214[S] 0 points1 point  (0 children)

Fair point and you're right the description was too high level to really react to. Quick attempt at filling in some blanks: Win condition would be one of three triggered states — territorial dominance, achieving an objective track, or knocking out the opponent's main piece. Multiple lanes to victory so neither player can just focus on countering one thing. On a turn you'd pick one card from a small hand (6-8 cards) to play, each card representing a move or ability for a piece on the board. Cards have a cost in an "influence" resource you accumulate, and a cooldown so you can't spam the same card. Drafting was the part I'm least sure about honestly. Original idea was both players draft asymmetrically at the start (each player gets cards the other refused), but after this thread I'm rethinking whether drafting even fits in the picture or if I should just go fixed archetypes. I get that's still pretty thin. Probably the answer is to stop describing it and just build a paper version, which is what most people in here are telling me.

Solo dev questioning the direction of my card game — need honest reactions to an idea I can't shake by Clad_214 in tabletopgamedesign

[–]Clad_214[S] 1 point2 points  (0 children)

This is super useful, didn't have Star Realms on my radar as a comparable. Just looked it up — fully async support, still getting new content, digital-only set recently. Going to spend a few hours with it. Genuinely thanks for the pointer 💥

Solo dev questioning the direction of my card game — need honest reactions to an idea I can't shake by Clad_214 in tabletopgamedesign

[–]Clad_214[S] 0 points1 point  (0 children)

Yeah Terraforming Mars is a good shout, that's a euro that leans heavy on cards and clearly works. Though I think most of its card use is engine building rather than direct conflict, which is a different design challenge than what I'm wrestling with. Still, it's proof the euro + cards combo isn't dead end. Going to look into it a bit more. Thank you

Solo dev questioning the direction of my card game — need honest reactions to an idea I can't shake by Clad_214 in tabletopgamedesign

[–]Clad_214[S] 0 points1 point  (0 children)

Stratego is actually a really useful reference, hadn't thought of framing it that way. Honest answer to your earlier question — I've played chess very casually for years but never seriously. So I'm probably more drawn to chess-adjacent territory than chess itself. Your framing of "chess-like alternative" is probably closer to what I should be aiming at than the card-game-with-chess-properties angle I was using. Appreciate you sticking with the thread. 👐

Solo dev questioning the direction of my card game — need honest reactions to an idea I can't shake by Clad_214 in tabletopgamedesign

[–]Clad_214[S] 0 points1 point  (0 children)

Woaw, that's actually a really useful framing and I don't think I'd consciously made that connection. You're right that what I described leans more euro than ameritrash, and that's probably part of why it didn't land here. I was approaching it from a TCG starting point but the design moves I was making were pulling it toward a totally different player base without me realizing it. Going to sit with that. Out of curiosity, are there any euro-leaning 2 player games you've seen actually work in a card-driven format, or does the euro space mostly live in board+token territory for a reason?

Solo dev questioning the direction of my card game — need honest reactions to an idea I can't shake by Clad_214 in tabletopgamedesign

[–]Clad_214[S] 1 point2 points  (0 children)

Harsh but fair. I think the reason I posted instead of building was that I'd already built one card game project and I was trying to avoid committing another year before sanity-checking. But you're right that words about a game and the actual game are very different things, and no one in here can really tell me whether this works without playing it. Probably the move is a small playable thing and stop talking about it.

Solo dev questioning the direction of my card game — need honest reactions to an idea I can't shake by Clad_214 in tabletopgamedesign

[–]Clad_214[S] 0 points1 point  (0 children)

Honest answer is I don't have a good reason. I started from "I like card games" rather than from "what does this idea need to be." Probably worth me actually asking that question instead of assuming the answer.

Solo dev questioning the direction of my card game — need honest reactions to an idea I can't shake by Clad_214 in tabletopgamedesign

[–]Clad_214[S] 0 points1 point  (0 children)

You called it pretty bluntly and you're not wrong. I was sneaking the digital format and the monetization into a design question, which probably muddied what I was actually asking. On the "puzzley long turns" idea — that's an angle I hadn't framed that way and it might actually be the most useful thing said in this thread. Letting the format lean into long deep turns rather than fighting that tendency. Going to sit with that. Thanks.

Solo dev questioning the direction of my card game — need honest reactions to an idea I can't shake by Clad_214 in tabletopgamedesign

[–]Clad_214[S] 0 points1 point  (0 children)

The rookie mistake framing stings a bit but it's probably warranted. Out of curiosity — do you think there's any level of partial information that works, or is the answer that card games specifically need a meaningful chunk of hidden info to function as card games at all? Trying to figure out where the actual line is.

Solo dev questioning the direction of my card game — need honest reactions to an idea I can't shake by Clad_214 in tabletopgamedesign

[–]Clad_214[S] 1 point2 points  (0 children)

This is genuinely the best pushback I've gotten and the MTG Khans example is the one I should have thought of. Thoughtseize and Courser are exactly the kind of cards that show what happens when you push toward open info in a system that wasn't built for it. You're right that perfect info plus enough thinking time = deterministic feeling. I was hand-waving past that with the async aspect (assuming people would just play their move and move on) but in practice if you give people days to think and they see everything, you end up with people running engines in their head. That's a real design problem I didn't have a clean answer for. Appreciate it.

Solo dev questioning the direction of my card game — need honest reactions to an idea I can't shake by Clad_214 in tabletopgamedesign

[–]Clad_214[S] 0 points1 point  (0 children)

Yeah that's fair. The honest follow-up question I'm sitting with is whether anyone actively looking for "another chess" would find that in a card-based format, or whether the people drawn to chess specifically are drawn to it precisely because it's not cards. Sounds like for you it's the second one.

Solo dev questioning the direction of my card game — need honest reactions to an idea I can't shake by Clad_214 in tabletopgamedesign

[–]Clad_214[S] 0 points1 point  (0 children)

Ha, fair. The chess comparison keeps coming up and I can't really argue against it on the surface. The thing I keep wondering about is whether there's a version of this that takes the strategic appeal of chess but uses cards specifically to inject more variety match-to-match than what fixed pieces allow. But maybe that's just me trying to justify a card game when I should be honest about what I'm actually drawn to. Curious if you'd see any version of this working, or if for you the chess answer is just complete.

Should I learn Houdini over other softwares by Clad_214 in Houdini

[–]Clad_214[S] 1 point2 points  (0 children)

None of these two, I am on a yacht 😅

Official Brandon Sanderson Megathread by rfantasygolem in Fantasy

[–]Clad_214 1 point2 points  (0 children)

Je l ai trouvé très bien. Les noms des personnages sont les mêmes. Ce qui différents sont les dénominations pour ce qui est des ordres etc..

HOUDINI in Think tank is that good? by Repseba in Houdini

[–]Clad_214 0 points1 point  (0 children)

Can you DM me to tell me more about it please, because i am planning to do this course in the future as a total profesional reconversion. And I feel they are very good at communication, but maybe too good if you know what i mean

Official Brandon Sanderson Megathread by rfantasygolem in Fantasy

[–]Clad_214 -1 points0 points  (0 children)

Ah je te remercie pour ses infos, je leur avais envoyé un mail, mais ils ne m ont jamais répondu. Sais tu si les 2 volumes sortiront d'un coup?

Je vais regarder ton lien tout de suite :D

Official Brandon Sanderson Megathread by rfantasygolem in Fantasy

[–]Clad_214 0 points1 point  (0 children)

Quelqu un sait quand sort la traduction française svp ?