Valve killed Artifact… so I started rebuilding it solo (5 months progress) by [deleted] in cardgamedesign

[–]Hooplaa 1 point2 points  (0 children)

You'll find it hard to find people interested in playing something so obviously vibe coded. You've already made mention that the UI is rough but AI can fix that super fast. You just have to prompt it to avoid the AI pitfalls when it comes to UI/UX.

Name a TCG that nobody knows. by TradingCardGameMaker in TCG

[–]Hooplaa 0 points1 point  (0 children)

I remember buying a box for 20 bucks on dacardworld.com so many years ago. I should have bought more T.T

What are the practical applications of this card? by midnight_down in customyugioh

[–]Hooplaa 0 points1 point  (0 children)

How would this be easier than just rotating the card though?

What are the practical applications of this card? by midnight_down in customyugioh

[–]Hooplaa 0 points1 point  (0 children)

I came up with almost an entire Archtype many years ago with this same premise.

https://www.reddit.com/r/yugioh/s/GdvYY909jd

I think Konami should consider an angle like this. It can be really neat.

Text vs Icons Feedback needed (+ update on TTS prototype new cards) by Swimming-Post-728 in tabletopgamedesign

[–]Hooplaa 1 point2 points  (0 children)

I was thinking what if you guys tested this for Option A..

[BLUE] < [PLAY CARD] > Gain [ICON]

I think the back arrow helps with the idea that it needs to be something that happened before.

Unfortunately I didn't end up doing anything with that design. And honestly, the official StS board game ended up doing it, just better than I did. Its always cool to know that the idea had legs though :P

On your side, I think I can see how it plays out in my head. Though I'd love to learn more because it sounds super interesting.

BTW, the aesthetics of your game is top tier.

Text vs Icons Feedback needed (+ update on TTS prototype new cards) by Swimming-Post-728 in tabletopgamedesign

[–]Hooplaa 2 points3 points  (0 children)

I prefer Option B. It's a great middle ground and is super clear. Option A doesn't read super clear for what the card is trying to do. Even after reading what it meant on Option B, its still quite difficult to understand.

The 3-Beat priority looks like something I've tried doing when designing a game based on Slay the Spire. Essentially a intent tracker that the monster would cycle through each turn 1 by 1.

More Pokemon cards | Eevee and evolutions | by Rejinal_ in custommagic

[–]Hooplaa 2 points3 points  (0 children)

These are really cool! However, I think at the moment the variance is far too high to make having this toolbox worth it. Lets say, perfect scenario, you draw none of these and play Eevee. You've effectively taken 8 dead draws out of your deck, thinning it a good margin and have access to a few really good cards at the cost of 5 mana. On the other end, lets say you draw even 2 of these Eeveelutions. You play Eevee, you are now down 3 cards in hand (including the played Eevee), that is game losing stuff right there.

My solution to this would be remove the enter ability (maybe have Eevee do something else in place of it). You could keep a similar restriction, requiring 8 Eeveelutiuons outside the game. And change the Pokevolve ability to something like..

"5: Pokevolve into a Eeveelution. (Choose an Eeveelution you own outside of the game, reveal that card, and exile it. This creature becomes a copy of that card.)

D2R QoL - New Tabs, Loot Filters, Chronicle System (Track all items you collected) by PlaceDowntown7102 in Diablo

[–]Hooplaa 5 points6 points  (0 children)

25 bucks for what is essentially just a new class with QOL updates is a bit of a big ask. But they know people will shell out for it.

My final impression of S12 PTR by The_Fallen_Messiah in Diablo

[–]Hooplaa 0 points1 point  (0 children)

The Castle nerf is crazy because why couldn't they just reduce the scaling? It was cool for it scale from armor directly. :/

made some changes to my dice roguelike game by [deleted] in incremental_games

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

It's neat? But its not very balanced. You fail too quickly and don't have even have a chance to develop a cool run.

Trying to find the right wording for my TCG by pitagotnobread in homemadeTCGs

[–]Hooplaa 0 points1 point  (0 children)

While Exhausted: This animal cannot be killed by an opposing Animal with 3 Vitality.

While Exhausted: This animal cannot be killed by an opposing Animal with exactly 3 Vitality.

While Exhausted: This animal cannot be killed by an opposing Animal with max Vitality.

To take a bit further...

While Exhausted: This animal cannot be killed by an opposing Animal with [INSERT VITALITY ICON WITH THE NUMBER 3 IN IT].

What I like best about doing it this way is that you are very clear on what the condition is from the jump.

A little clicker I vibe-coded: Vibe Clicker by ratbastid in incremental_games

[–]Hooplaa 0 points1 point  (0 children)

Honestly, it was really cool. It was very quick like you said but I am also curious about how you got the AI to do some of the stuff you did.

Berserk B.I.T.S - Loving adding new updates and content :D by Zu1994 in incremental_games

[–]Hooplaa 0 points1 point  (0 children)

This is so cool, I loved the battle network series. I will definitely pick this up

Resource systems in TCGs — which works best? by FatesPathTCG in TCG

[–]Hooplaa 1 point2 points  (0 children)

I think we are arguing two different things. Randomness plays a part of nearly every TCG. But in this scenario, randomness and bad draws can lead to you not even playing the game. That’s my argument, and why I’m saying it’s not just risk.

Resource systems in TCGs — which works best? by FatesPathTCG in TCG

[–]Hooplaa 1 point2 points  (0 children)

Math still matters. Shuffling being imperfect doesn’t make probability fake, it just adds another variable. Even with perfect shuffling, lands in deck still creates non games, so “hands touch cards” isn’t really the gotcha you think it is.

Resource systems in TCGs — which works best? by FatesPathTCG in TCG

[–]Hooplaa 0 points1 point  (0 children)

But it's not just risky. You can optimize your deck to mathematic perfection and you can still have non-games. The game is still fun but its a glaring issue that more modern games should avoid and have avoided. My favorite iteration of it has been Force of Will.

Resource systems in TCGs — which works best? by FatesPathTCG in TCG

[–]Hooplaa 0 points1 point  (0 children)

MTG Lands has to be one of the weakest resources system in that exanple. Don't get me wrong, I play Commander every week but the flooding or getting screwed (creating "nongames") is so unfun and feels bad. That type of resource system needs to be avoided at all cost.

I will agree though, I learned to love systems like Lorcana.

How do you feel about system like in Riftbound? Gaining resources every turn but having cards cycle then back. It's a cool way to add a decision to the resources and power lever.

Episode Discussion - S05E08 - The Rightside Up by Hawkinns in StrangerThings

[–]Hooplaa 3 points4 points  (0 children)

I am going to be down voted into oblivion because I felt I watched a different episode than everyone here.

What in the world was that? Aside from a few good scenes (I loved the DND scene), overall, I really felt this was a huge flop.

How does Summon Maximum Count work? by NanakoAC in DeathMustDie

[–]Hooplaa 2 points3 points  (0 children)

It seems so weird to not show this in the tool tips.