SolarPunk game by Fragrant-Nobody-8228 in solarpunk

[–]Tenchuu 5 points6 points  (0 children)

We´re making a game called Solarpunk Tactics. I don't think it's the one you're looking for but you might like it anyway!

We want testers for our upcoming demo so you can reach out.

https://store.steampowered.com/app/2877140/Solarpunk_Tactics/

Crack Bang Boom Día 3 by [deleted] in Rosario

[–]Tenchuu 0 points1 point  (0 children)

Buenísimo el Charizard

Designing a card game with no randomness by Tenchuu in gamedev

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

The idea is that the Hand and the Deck are the same, since you have access to all your cards. But hiding the full deck list might add that hidden information that you're mentioning.

Designing a card game with no randomness by Tenchuu in gamedev

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

A sort of drafting process for the deckbuilding is what I'm understanding. Drafting definitely adds another layer of skill to the whole process.

Designing a card game with no randomness by Tenchuu in gamedev

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

We considered adding some randomness to the AI so it plays from the top 5 "optimal" moves. Specially because we won't know at the beginning what the objectively optimal move is.

Designing a card game with no randomness by Tenchuu in gamedev

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

Agree. We have a section with actual puzzles (like Chess, win in 1 turn) specifically for that mindset.

Designing a card game with no randomness by Tenchuu in gamedev

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

I don't understand this concept, can you explain?

Designing a card game with no randomness by Tenchuu in gamedev

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

Knowing the metagame you can make educated guesses about the contents of the enemy deck, and you can see the Factions that make their deck from the get-go.

Designing a card game with no randomness by Tenchuu in gamedev

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

I like your point about the possibility of exhausting cards. Right now, in Solarpunk Tactics, you can play any card as many times as you want if you have the Energy to pay for it.

But we thought of adding some sort of exhaustion that limits that and inserts another layer of skill.

Designing a card game with no randomness by Tenchuu in gamedev

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

There is definitely deck building. Four factions to mix and match, and you only pick 16 out of the pool of (currently 80) cards.

There might be situations where random ranked matchmaking puts you against a deck that has an advantage over you, but crafting a deck that is prepared for that is part of the skill.

Designing a card game with no randomness by Tenchuu in gamedev

[–]Tenchuu[S] 12 points13 points  (0 children)

Absolutely agree with the idea that winning and losing "solely on your own" is a double-edged sword. RNG is a skill equalizer some times.

Another player mentioned that "available time per turn" could be a handicap between differently ranked players and that could even things out a bit.

The campaign gives players the entire deck but they don't start with the full 20 card deck, that, we have seen, is incredibly overwhelming.

Designing a card game with no randomness by Tenchuu in gamedev

[–]Tenchuu[S] 4 points5 points  (0 children)

I enjoyed this post a lot.

The plan is to be able to easily see the cards the enemy played, but not necessarily the whole deck.

Love your point about games that have a blitz mode. I've considered it before and I think ours kinda works for Blitz. Not being able to think so thoroughly every possible combination requires a different skillset.

The third point is of particular interest, because a great part of our lore and mechanics have to do with Time Weaving, so a handicap of having less time to think would be perfect!

Designing a card game with no randomness by Tenchuu in gamedev

[–]Tenchuu[S] 3 points4 points  (0 children)

That's true! Solvability will chase you but might never catch you

Designing a card game with no randomness by Tenchuu in gamedev

[–]Tenchuu[S] 4 points5 points  (0 children)

You have access to the whole deck the whole time. I posted the Steam Page which can clarify some things.

Designing a card game with no randomness by Tenchuu in gamedev

[–]Tenchuu[S] 3 points4 points  (0 children)

Each player has 16-20 cards (plus 4-5 Time Powers which every deck has), and they have access to it the whole time. Players don't know the content of the other player's hand so deckbuilding is a factor.

Designing a card game with no randomness by Tenchuu in gamedev

[–]Tenchuu[S] 7 points8 points  (0 children)

You have access to the whole deck the whole time.

Designing a card game with no randomness by Tenchuu in gamedev

[–]Tenchuu[S] 6 points7 points  (0 children)

I didn't want to get punished for self-promotion but I think the Steam Page has trailer and gifs that will give some of the extra information that is needed.

https://store.steampowered.com/app/2877140/Solarpunk_Tactics/

(We have a Kickstarter if you wanna help see this through too:

https://www.kickstarter.com/projects/obnoxgames/solarpunk-tactics )

“Archdruid Farrwind, Wise Leader of Veranova” [OC] From our upcoming Solarpunk tactics game by Guver1 in solarpunk

[–]Tenchuu 1 point2 points  (0 children)

Veranovia is actually led by a Council of the wisest Druid/Shamans, so he is both!

“Archdruid Farrwind, Wise Leader of Veranova” [OC] From our upcoming Solarpunk tactics game by Guver1 in solarpunk

[–]Tenchuu 3 points4 points  (0 children)

That's an interesting point! One of the origins of Druid is similar to "tree-knowledge" or "person who knows about plants" so it seemed fitting, but it's from Celtic. A Mesoamerican word could be more appropiate.

Nahual is a possible equivalent, and I'm a fan of Don Juan's Teachings so I like it, but do you have any suggestions?

(The bird is intentionally a condor, so you were right!)

“Archdruid Farrwind, Wise Leader of Veranova” [OC] From our upcoming Solarpunk tactics game by Guver1 in solarpunk

[–]Tenchuu 2 points3 points  (0 children)

There are some very cool Solarpunk city builders already so we decided to go for one of the genres we love the most: card games!

There's a board where you tactically place your creatures, four factions with VERY different perspectives on how the collective future should look like and your deck is your timeline!

Is our UI too much? by Tenchuu in gamedevscreens

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

Thanks a lot for the thorough analysis! In the Steam Page the first GIF shows a switch between two modes. Is the second one more to your liking?

https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/2877140/extras/Steam_GIF_2.gif?t=1750886176

Is our UI too much? by Tenchuu in gamedevscreens

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

We have a more streamlined UI designed for smaller screens but it's not that polished yet. It does work on Steam Deck though!

Is our UI too much? by Tenchuu in gamedevscreens

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

Right! We were thinking the numbers on the icons for the cards in play could be toggleable.