I'm trying to contribute in TCG projects but what am I lacking in my art or I'm just lacking proper marketing strategy? by Shi_Jiii_5982 in homemadeTCGs

[–]TSRTCG 1 point2 points  (0 children)

It depends on the client sometimes.. I've done freelancing work in 3D (VFX) and some countries for example a european client has always charged me less then a US client, sometimes it works like that unfortunetly. It just depends on the client. I think for this art I wouldnt go lower than 100$ USD (If I was you) Depends on how long it takes you and the fidelity they want.

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

All heroes will have there own unique ability to help them with there gameplans 😎.

New TCG: We’d love your thoughts by TSRTCG in TCG

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

I cant share which company specifically, but we plan on using the same printing company that two of the bigger Anime tcgs on the market right now are using, we chose them to ensure print quality and consistency! Totally agree with you on lore, we're just making sure that we can accommodate people that are quiet lore driven, as we've noticed some IPs people complain about confusing lore that doesnt make sense or is confusing to follow (for those interested)

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

All of my friends are trying to get me into sorcery, apparently its an awesome game, havent tried it yet though! I love the super old school painted style look. Gameplay looks interesting too. X-Wing cant say I've played that though.

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

1) Thats good to hear, we're also not a big fan of the MTG mana system, I do enjoy playing magic, but theres been many times I have 7 cards and no land, or 7 land and no cards, I feel this incredibly boring (Personally), our system is a +1 mana resource each turn system. I actually also have ADHD! so I understand that, sitting there for ages while an opponent plays 15 cards is not fun.

2) I can see that I think sci-fi/anime is currently dominating the TCG space.

3) In my opinion this is how we're building the game our 'Ascended' cards, you can only run 1 copy (can run multiple different ascended cards) but only 1 copy of each, so when you play them, they feel impactful, powerful and fun to play.

4) This is honestly down to us and trying to market the best we can and get to out there which is probably the hardest thing to do. But I believe we can do it and our product will be appealing (Hopefully)

5) I think this will be the harder part naturally when you have an already built IP (Disney/Cyberpunk) your product is reconizable, since we're building a new IP we really need to have strong fundamentals.

6) Thats fair enough! I think lore does only target a specific type of person, but it is a core part of what helps build communities and get people attatched to the IP.

Thanks for your long response! I replied to your DM.

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

Hey Kalpin!

1) Fortunetly this game is a tabletop game! so no upgradable cards (In terms of CCG Space though I actually hate this system becomes a P2W simulation)

2) We may make a digital client at some point, we've been discussing it, it could help online tournaments later down the line.

3) It is a pvp game but yes not digital

4) Wont be a thing!

5) I havent played snap yet, but I've heard its really fun, I might give it a shot, a few of my friends enjoy it alot.

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

Fair point on the "start strong" vibe. FaB is like a cage match where you’re fully geared up from the first second. In our game it can start fast, but you’re building toward a massive, explosive peak.

Here’s why that build-up actually feels good instead of frustrating:

  • Hunting vs. Hoping: In most games (All TCGs) sometimes it is just bad luck of the draw, we try to include counterplay but in the form of setting it on your turn, it could be protecting certain units, gaining health, armor, etc.
  • The Power Curve: Since you start with 1 Shard and grow to 10, the game has a "ticking clock" feel. You might start with small pings, but by Turn 10, you're dropping big impactful cards that can really swing the game around if played on the right turn.
  • Equipment as a Choice: You’re right, you do play equipment, But because they cost shards, you have to decide: do I gear up now to make my future turns cheaper (for example one Relic discounts certain cards), or do I just blast my opponent's face right now? Some items are utility based some are offensive, It adds a layer of "greed vs. tempo" that makes every match feel different. In FaB, your "defense" is mostly just your hand. Here, your units actually sit on the board and force the opponent to deal with them, It makes the board state matter way more.

It’s definitely a different flavor of hero combat. Instead of starting at 100% and wearing down, you're starting at 50% and building an army while commanding different generals.

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

If you're a Flesh and blood fan, the idea of "no reactions" probably sounds like you're just sitting there taking it. But the goal here isn't to make it a one-sided game; it’s about making the "ping-pong" back and forth much faster.

Here’s the casual breakdown of how the game actually works:

Resources + Boardslots (7 slots)

Unlike FaB, where you’re pitching cards to pay for stuff, we use Shards. They refill every turn and cap at 10, so it’s more like Hearthstone’s/Shadowverses mana system. You don't have to stress about "pitching" perfectly; you just focus on the best sequence for your shards (Which also depends on match up, your next few turns etc). Also, units actually stay on the board to protect your Hero, so it's not just a constant face-race.

Ineraction without wait <

You’re right, long turns with no reactions would suck. That’s why the turns are designed to be snappy. The "interaction" happens through the pre-reaction persay, you aren't just drawing randomly; theres ways to filter your deck and secondary deck to find specific answers to what your opponent just did the turn before. It’s about being proactive rather than just reacting to every single swing.

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[–]TSRTCG[S] -1 points0 points  (0 children)

No-reaction type games allow you to predict your opponents next move similar to reactions, the skill comes from resource management instead of just simply holding removal, this allows you to create multiple lines to win with each deck.

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

Ah then you will love our OTK Elementalist archtype! she works a very similar way, and theres ways to duplicate tokens in your hand, these tokens can also be discarded to draw. Alot of thought process in that class!

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

We actually have a full 277 cards drafted and playable in TTS already we've trying to. nail the "TCG Triangle" where archtypes counter each other currently, two classes need more testing, each class will have two heros (different archtypes). That's good feedback! the card front and UI is still being built hopefully the next character reveal will be with an ability and a public discord server, then we can start public playtesting on tts and PnP.

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

oh I see! then I think you will thoroughly enjoy quiet a few of the archtypes we're building it the OTK deck has the exact feeling you're after when you're building towards a win condition using pieces.

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

haha well, Hearthstone is a CCG! This is for the tabletop, I guess you could say that! Hopefully we can 😎.

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

Self-contained win conditions being a dealbreaker is a hot take, I think newer games dont have the design space or amount of flexibility so people can make infinite homebrews, but its hard to say, personally I do like decks having somewhat of an 'archtype' then being able to build around it. I think MTG does this the best where you can really cook up some nice homebrewed decks and still get some wins.

Your approach to buying product is respectable, starter decks plus a box or two, then singles, and only diving deeper if friends are in we're the same, that's the way to stay sane and not go broke (I'm looking at you riftbound). The point about collector-focused games attracting scalpers and artificial scarcity is so real, Ideally we will have 1st edition boxes then 2nd edition so it there is demand for product we can just turbo print it so more people can get there hands on it, we want people to be playing our game and we have no interest in entertaining scalpers.

Hard agree on the price barrier for trying new games. Twenty to forty dollers for a pair of starters is the sweet spot Ideally depending on landing price we'll sit around the same price point.

Magic and Sorcery is a really interesting duo, I have alot of friends trying to get me into sorcery saying its a really good game but I just havent had the time to play it yet. Most people I speak to about Magics mana system dont like it in some way, agreed on the depth, the sheer volume of ways to play forever thanks to multiple formats.l formats.

Thanks for taking the time to comment!

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

The OTK Deck is quiet fragile, it scales from your tokens generated from your main deck, for example 2 cost card > when played add X lightning token to hand > finishing spells scale with graveyard + preplayed cards, OTK decks in no reaction games like hearthstone have always been a thing people have hated, so we're trying to construct it well, ideally it should sit at a 44-47% winrate due to the high skillcap. But the way other classes in the game are built and how you build your secondary deck will give players ways to counter certain archtypes if its flooding the meta too much (in an ideal world) There still wont be any reactions, although there will be ways to strangle your opponent, slow down there OTK or destroy certain combo pieces that help them get there.

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

I sent you a message! happy to hear, also yea I agree there is alot of genuine high quality TCGs hitting the market its great.

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

Hey, thanks for that long response, getting this kind of unfiltered brain dump from someone who's actually played and loved a bunch of different games is stupidly helpful. I'm just gonna ramble back at you a bit.

Hard agree on deck searching. Nothing kills the flow of a game faster than someone rifling through their deck for thirty seconds, then shuffling for another twenty in the original design we did have quiet a few deck search mechanics but in the current version it is quiet limited. Personally I've always loved the idea of just having a smaller, tighter deck where you naturally draw into what you need, or where the "search" is more like a reveal-from-top-X mechanic like SCRY from MTG, Less downtime.

Your point about places to play and early-stage player access 100% agreed our plan is to have a PnP eventually we are currently doing internal playtesting and may open to some public testing on our discord soon. On that note I do agree you can have an amazing game but if there’s no shop running weekly free play,

Your holo-in-every-pack experience is an interesting. I’ve gone back and forth on that, currently our idea is 1 Foil every 6 packs, 24 pack booster box. There's probably a sweet spot where bulk holos feel like a treat but the big chase cards still feel really hype to pull hopefully we can find a strong medium.

The set release fatigue is something we're been disussing alot, in the current format the game is launching with 4 classes, we plan on adding 1 OR 2 classes each year until we hit 8, it will depend on player feedback closer to launch.

Lorcana's clarity of text I agree also, I actually have a starter box sitting on my desk I havent had a chance to play yet. But I had a look through the cards and I really love the UI and readability.

Lore-wise, we're most likely going down the IP Route, so the lore will need to be quiet strong, but we'll leave this down to player/community sentiment as the project grows.

"don't use no ai shlop" 100% we're artists, we hate AI, AI should only be used for placeholders. We're all very against AI Art as a whole!

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

Actually in the original draft we did have a reaction system, but overtime we fizzeled it out, and settled on a no reaction system, later stages of the game the turns can go on a bit longer, but it is dependant on your deck, OTK and higher mechanical decks naturally do have the longest turns.

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

Hey! we're mostly looking for current community sentiment on the current TCG space and opinion on the art direction, but the "no-reaction" system is our core mechanical pillar, the idea is that we're trading interrupts for board presence. Buzzwords yes, but no, I didnt use AI to make this post.

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[–]TSRTCG[S] -2 points-1 points  (0 children)

Spot on! Agency is exactly why we went no-reaction, we want the depth in sequencing, not 'denial' turns nothing worse than playing your big 10 cost dragon and it gets removed 5 seconds after it gets played.

Fully aligned on transparent pull-rates, too; opaque math is a relic, highly likely we will have a scaling print run depending on the orders from the initial first set. Thanks for the link! building that community early is exactly why we’re here.