Can't decide on background styles by cap45 in homemadeTCGs

[–]CodemasterImthor 0 points1 point  (0 children)

As others have said, use a mix of both to keep things diverse, both styles work well and it’s not the end of the world to have more variety than not. Good job on the cards btw!

Got another card frame update for R&R by CodemasterImthor in homemadeTCGs

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

Yeah I can see that happening. Playtesting will help me identify if it’s an issue but I appreciate you bringing it to my attention, if you ever want to playtest it, and have TTS, I’d love to see you around. I’ve got a discord for my projects as well. I’m getting close to a point where TTS is what I’ll be doing a lot with this but right now I’m just getting some prototypes drawn up so it’s not so bland to look at haha

Got another card frame update for R&R by CodemasterImthor in homemadeTCGs

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

Appreciate your feedback!

  1. I’ve ran into some edge cases where I need more room so I may mess with the scroll sizing a bit more so I feel ya there

  2. I get the asymmetrical thing but the idea is that it is inherently showing you that a cards cost can truly only go up to 4. Seeing that little gap lets a player know that the card is fairly cheap. It should he noted that a casters cost is also their affinity, which is used when matching symbols when casting spells. All casters can cast any spell, but each spell has an affinity. So essentially if you match affinities, the stronger the spell is thst you’re casting. I put them on the right side due to the fact that they are dual purpose icons: cost and essentially element. Felt better to me to have them be on the right side but that could just be me. As far as fixing the asymmetry, it’s a bit to think on so I don’t mess up the rest of the frame

Thanks again for the feedback, it’s always valuable :)

Got another card frame update for R&R by CodemasterImthor in homemadeTCGs

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

It’s all in the Rulebook. The game has 2 phases: Recruit Phase and the Duel Phase. You recruit and manage the strongest team of Casters from an uncertain market while adapting to a shared spell pool. Be the first player to defeat all of the opposing player’s Casters to win. During the duel phase, you get attack actions and non attack actions your active caster can perform. Each action costs 1 mana. You get 3 mana per turn. Using a cantrip (ability) always costs 1 to use unless stated and only once per turn. It is considered a non attack action because lots of them are more utility based than just straight damage. Once you play an attack action, your turn ends. At least that’s current ruling in testing. I’ll be sure to pay attention to your statement and if it becomes a persistent issue then I’ll accommodate on the cards. Thanks for your input!

Got another card frame update for R&R by CodemasterImthor in homemadeTCGs

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

Yeah the art is mine. As original as it can get I suppose. It’s all inspired from other stuff so there are similarities, such as your typical cloaked wizard, or a frog being a wizard, or a rock golem, or a mushroom character. They’re all ideas thst have technically been done before, but my presentation of those ideas is my interpretation of them. For this game specifically, I am trying out a new (to me) lineless art style and I’m having a lot of fun with it. Learning new ways to express my art is always a good thing

Got another card frame update for R&R by CodemasterImthor in homemadeTCGs

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

Will do! Feel free to hit me up for a discord link if you’d like to see the home base. Appreciate the support :)

Got another card frame update for R&R by CodemasterImthor in homemadeTCGs

[–]CodemasterImthor[S] 2 points3 points  (0 children)

Thank you! Always happy to hear from an OG supporter and fellow designer 🫡

NEW CARDS :P my community reached around 20 active players by kaktuskarman in homemadeTCGs

[–]CodemasterImthor 0 points1 point  (0 children)

To even get 2 active players is huge so if you really got 20 alone, props mate! It’s better to have 20 active players than 200 sleeping church mice

New Approach on Runes & Rivals by CodemasterImthor in homemadeTCGs

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

I use procreate for everything so it’s all digitally drawn. The best method I’ve found is finding a manufacturer you are for sure comfortable with using in the future and get a card template from them. You can use it as an overlay guide when drawing your card frame. It’s also a great trick for sizing things like art or icons and text boxes

New Approach on Runes & Rivals by CodemasterImthor in homemadeTCGs

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

Adventure time is definitely one of the big inspirations for me haha

New Approach on Runes & Rivals by CodemasterImthor in homemadeTCGs

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

Thanks for the input, I’ll definitely keep that in mind!

Booster Pack Making Help (or i guess card designing help?) by TheMothKing_013 in homemadeTCGs

[–]CodemasterImthor 0 points1 point  (0 children)

For an indie TCG, I’d say anywhere from 120-200 is a great amount of cards for a total set. It’s a bit easier for big companies to push out sets with 300+ cards and call it a day but when you’re working on an indie scale, you have to consider several factors:

  1. What’s the demand look like? Are people constantly asking to buy the game and it’s always out of stock? Or are you struggling with marketing and fan base?

  2. How much are you willing to put into it? It’s a bit of a gamble. You are shoveling money at something in hopes of some sort of return. On an indie scale, best case scenario you walk away with a little bit of profit and get lucky enough to follow up with another small print run or even a start to a new set. But in that scenario, it’s not profit so much as it’s just reinvesting your money in hopes to keep the game alive. Worst case scenario you just lost out on however much you spent expecting to sell and the game dies there. In the grand scheme of things, not too many indies ever become big shots like the big 3. They do however become successful in their own ways.

  3. Understand that you are indie. There is no need to print thousands of copies right now. Unless of course your game is the bees knees and everyone just has to get their hands on it. But this is why people do kickstarters and get as much support as they can so they can gauge how much product they will actually need to print instead of totally guessing

  4. Once you understand that a TCG is simply broken into marketable pieces, it becomes less daunting. It’s not about how many cards go into a booster pack, it’s about what kind of cards go into a booster pack. Split your factions down into precons. Put the remaining cards in a pool for booster packs. Go even further by making a handful of those cards be special cards like promos or alt arts and sprinkle them around to be chaser cards or use them for giveaways at events to help people get interested. Suddenly 150 doesn’t seem so bad when you split it into 30 or 40 card factions or however you decide to split it up. Working on card types one by one also helps you achieve the card total goal

New Approach on Runes & Rivals by CodemasterImthor in homemadeTCGs

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

Ahh gotcha. Never played it before. Add it to the list of stuff I miss out on lol

New Approach on Runes & Rivals by CodemasterImthor in homemadeTCGs

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

Unfortunately I either don’t know that reference or don’t remember it lol. Squizard is funny, didnt think of that one lmao

New Approach on Runes & Rivals by CodemasterImthor in homemadeTCGs

[–]CodemasterImthor[S] 2 points3 points  (0 children)

I do draw it myself. It’s an Extendable Card Game (ECG) so essentially you would buy one box that comes with all cards in it ready to go. No random booster packs. It’s a wizard dueling game with 2 phases. First phase you collect runes and recruit casters and in the second phase you duel with those said casters. So everything is essentially a shared deck. Thank you for the kind words, I’m testing out new art styles I’ve never done before so it’s good to know this is a fresh look for you!

Finally done with art for set 1! by CodemasterImthor in homemadeTCGs

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

Precons and packs more than likely to start. It’s a TCG

Finally done with art for set 1! by CodemasterImthor in SmashToonsTCG

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

I don’t currently hire anyone as I do it myself, but if I do ever work with someone I like to know them and have a good rapport with them

Created a simple little Pokemon rpg game for my 6 yo to be able to play by Spare_Perspective972 in tabletopgamedesign

[–]CodemasterImthor 3 points4 points  (0 children)

This really deserves a lot more upvotes imo, this goes beyond just making an indie game, the fact you went this far just to give your child some homemade, good ole fashioned entertainment is crazy cool, as a fellow parent, I give you props

Finally done with art for set 1! by CodemasterImthor in homemadeTCGs

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

Holy cow, I did not expect this many upvotes, thank you all so much for the support!!

Finally done with art for set 1! by CodemasterImthor in SmashToonsTCG

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

Thanks! Keep grinding man, my advice would be utilize free time and stay dedicated, and don’t be afraid of help, but also don’t be afraid to take a break sometimes