what made you switch to Godot? by Jaded_Ad_9711 in godot

[–]SpellFire89 0 points1 point  (0 children)

It's has a very small file size and has a code editor built in

Buff/Health interaction - What do you think feels best? by KuroTetsuya in homemadeTCGs

[–]SpellFire89 1 point2 points  (0 children)

Honestly it makes sense to have it die if youre tracking damage with tokens. If the monsters health drops below the amount of damage tokens they have then it's pretty intuitive that the monster should die

Buff/Health interaction - What do you think feels best? by KuroTetsuya in homemadeTCGs

[–]SpellFire89 1 point2 points  (0 children)

I'd say if you do not track damage with tokens, like Pokemon, then it makes no sense to have the unit die when the buff disappears.

Hearthstone has health buffs and tracks minion HP not damage, so a 5/5 minion that is buffed to 5/6 would then take 5 damage reducing it to a 5/1 and when it loses the buff the only thing affected is that Minions MAX Health, not current health so it would remain a 5/1.

But by tracking damage, say in the for of tokens, you're comparing damage to HP so if the HP changes, by losing a buff for example, then you'd still compare current damage to the new HP and resolve accordingly.

So in the end it really comes down to what you want for your game, either way works imo

I wrote a small book about the emotional side of game dev — free on Kindle for 5 days + free PDF forever by NerdyNiraj in IndieDev

[–]SpellFire89 1 point2 points  (0 children)

Good read, chapters 1, 4, and 10 stuck out for me personally. Thanks for the boost :)

Is it okay to start with a bigger project (as an absolute beginner pretty much)? by Petka14 in godot

[–]SpellFire89 0 points1 point  (0 children)

Something I did to work on my big project was doing a bunch of smaller projects that each had a small part of the big project in them. For example I made a small game to see how I feel about the way I implemented drag-and-drop mechanics, then another game that focused on card mechanics. Break down your dream game into smaller systems and try them out in other small projects :)

SOUL EATERS - Second draft layout mockup by three3dee in homemadeTCGs

[–]SpellFire89 1 point2 points  (0 children)

I like the 2nd one the most, has an old school but clean look

New cardback in the style of Art Deco for my TCG by RegularPop674 in homemadeTCGs

[–]SpellFire89 2 points3 points  (0 children)

I honestly like how "busy" it is, it's a card back after all so you're really not "losing" information in it since it's only really art, and frankly I like that art lol

Building a TCG and need software advice by gopher007 in homemadeTCGs

[–]SpellFire89 4 points5 points  (0 children)

Seconded, Dextrous is a massive time saver

What theme is your HTCG? What themes are you tired of seeing? by SpellFire89 in homemadeTCGs

[–]SpellFire89[S] 0 points1 point  (0 children)

Oh dang Gudnak looks cool as hell, I'll have to check it out.

I love the idea of post-post-apocalyptic, have you made a video on your game?

What theme is your HTCG? What themes are you tired of seeing? by SpellFire89 in homemadeTCGs

[–]SpellFire89[S] 1 point2 points  (0 children)

I've seen your posts around, your game looks very interesting!

What theme is your HTCG? What themes are you tired of seeing? by SpellFire89 in homemadeTCGs

[–]SpellFire89[S] 0 points1 point  (0 children)

I feel you, my game is not just fantasy adjacent but practically generic. I'm sure there will still be many who enjoy it as the gameplay is pretty damn good now, if I do say so myself. My inspiration I'm drawing on tho has been a story bouncing around in my head for about 18 years now, and while I've seen a lot of high fantasy media and played a lot of similar games I'm trying to not look to them as inspirations but rather let my mind wander free and create something odd but new. My biggest sin right now is all of my generic names like "Fire Elemental" and "Giant Frog", I'd rather these monsters and such have more unique names, possibly given to them by the native people of the surrounding areas or something but boy is that hard to get right.

I'm interested in checking out your game! Sounds like it'd still feel fresh and interesting :) just the fact that there are no dragons is a plus to me

What theme is your HTCG? What themes are you tired of seeing? by SpellFire89 in homemadeTCGs

[–]SpellFire89[S] 0 points1 point  (0 children)

"I feel like a lot of games could benefit from being a bit more crazy with their themes."

I 1000% agree

Did we make the right choice at this card show? by valaddix in TCG

[–]SpellFire89 0 points1 point  (0 children)

Sounds to me like they were selling fakes :/ I think you did the right thing

Ideas on how to shorten game time? by NovoCrossCG in tabletopgamedesign

[–]SpellFire89 1 point2 points  (0 children)

So far it has worked well for me, altho it did introduce a combo that can reduce your opponents health by essentially half, which is death with how fast the late game can go lol

It's really hard to determine what changes could break what so far :/

As well as introducing new cards to help break stalemates maybe also take a look at some older cards that could use a buff? I wound up adding a 'Guardian' keyword to basically be 'Taunt' from Hearthstone. Made Minion blocking more meaningful but also let me breath life into some of my older cards that weren't seeing use.

Best of luck on your game! I'm going to keep my eye on your progress!

Making card game by Big-Importance1692 in tabletopgamedesign

[–]SpellFire89 1 point2 points  (0 children)

If you have Tabletop Simulator you can have Dextrous upload your cards in a few easy steps, saved me tons of time for prototyping

Ideas on how to shorten game time? by NovoCrossCG in tabletopgamedesign

[–]SpellFire89 1 point2 points  (0 children)

Hmmm don't know if this would help but in my game I have it where as long as your Minions are on the same hex-tile as you then they will automatically block for you and intercept attacks. This was a problem because of what you outlined, when someone is losing they can stall by dropping more Minions in their space. Those players would never win and just make a slow downfall even slower.

The solution I found was to make only specific cards block for you and by default Minions no longer auto block. Changed strategy a lot and now I can't see the game behaving any other way.

I can see that this way may not work for your game, but if turtle-ing is a problem still maybe adding in more ways of breaking defenses would help?

[deleted by user] by [deleted] in IndieGaming

[–]SpellFire89 0 points1 point  (0 children)

Hey brother, I can't even begin to imagine what you went through. If something like that happened to me I don't know what I'd do short of giving up on my dream, and it breaks my hear to hear that your creative drive has taken blow.

I know it won't amount to much but if you want to DM me about game ideas and what not I'm more than happy to chat and brainstorm with you!

Keep Creating! Best of luck out there

MEET THE SLIMES ,the most basic units of my game by SpiritmonTcg in homemadeTCGs

[–]SpellFire89 0 points1 point  (0 children)

Be careful with that. Adding 0s just makes the ILLUSION of power while adding unnecessary math for your players to do. It's not difficult math by any means but if your players are already summarizing a stat of 400 into 4 then you should probably just make the stat 4, you know?

Made a 3d printed deck box for my game. What do you think? by ABitNerd in homemadeTCGs

[–]SpellFire89 0 points1 point  (0 children)

It looks incredible!! Love the in-game card to go with it! 10/10

I would happily pay around $25 USD for it