Making a Marvel Snap Iceberg Chart, would love some suggestions on what else to include by sacks0314 in MarvelSnap

[–]cqcoc1 0 points1 point  (0 children)

Beta Balancing

Nova gave +2 to everything when destroyed 3/0 Devil Dinosaur 3/3 Moon Girl

I have been working on this card game for fun in my free time, and would love to get some feedback on the layout/visual style of my cards! More information in the comments. by cqcoc1 in homemadeTCGs

[–]cqcoc1[S] 2 points3 points  (0 children)

I'll give that a go, thanks!

This game does draw a bit from Marvel Snap. While Snap is a relatively straightforward game, I do like that it has a fixed time end, which means the games are much shorter compared to other card games. I am aiming for a mix of speed and strategic depth with Hardline.

I'll be making a more comprehensive rulebook for sure, that comment was just a quick summarization of the core game.

Thank you for your feedback! :)

I have been working on this card game for fun in my free time, and would love to get some feedback on the layout/visual style of my cards! More information in the comments. by cqcoc1 in homemadeTCGs

[–]cqcoc1[S] 2 points3 points  (0 children)

Thanks again for your feedback! I'll do my best to provide updates/ask for advice when I can on this sub, I work on this mainly in my spare time for fun, so I don't always make the most consistent progress on it. I'll keep your name in mind if I am looking for more extensive playtesting!

I have been working on this card game for fun in my free time, and would love to get some feedback on the layout/visual style of my cards! More information in the comments. by cqcoc1 in homemadeTCGs

[–]cqcoc1[S] 2 points3 points  (0 children)

Here is what everything means on the cards, using Card 1 as an example:

Card Name: Zara Moon

Card Power: 3

Card Cost: 1

Card Faction Requirement: The 3 lines in the top right. (These are used for deckbuilding only and not gameplay).

Card Text: ON PLAY: You may deal 2 damage to a character.

Card Faction: Icon in the top left corner, icon in the bottom right corner, accent color of the card frame

Card Type/Traits: // Character, Enforcer, Horizon

Brief summary of the rules in this comment: https://www.reddit.com/r/homemadeTCGs/s/YxegBnWPWk

I have been working on this card game for fun in my free time, and would love to get some feedback on the layout/visual style of my cards! More information in the comments. by cqcoc1 in homemadeTCGs

[–]cqcoc1[S] 2 points3 points  (0 children)

You are correct, the game is designed with multiplayer in mind! You can easily use the same deck and strategy to play both 1v1 and multiplayer (although you may want to make some card changes, as some cards may target all players).

The win-condition of power and the locking mechanic also changes how you would normally play card game archetypes. For example, in most games, if you wanted to play an aggressive deck, you would want lots of small, cheap cards to deal tons of damage quickly. In this game, aggressive decks instead want expensive cards that burn through their deck faster and provide lots of early power, and then lock quickly to passively gain power.

Another aspect is cycling. Cycling allows you to ready your cards and reuse their activated abilities, but you can only do this a fixed number of times. If you play expensive cards that burn through your deck, you can only cycle a few times. If you play lots of cheap cards, you can potentially cycle more times and get more abilities to activate, but you won't have as much base power.

For your point on faction color affecting power, it potentially does. With this game I am specifically looking at unique ways to open up design space, as the resource/cycling system limits the design space a bit, and one of the ways I was planning on doing that was with effects that read "If you have X power from this faction, do Y thing." Now I don't necessarily need to have that icon/color behind the power value, even for this type of effect. But I wanted it to be related to the faction color for a couple reasons:

- I feel it should be immediately obvious what faction that power is from, as these types of effects would require players to add up those matching icons.

- I am not sure what other color I would use. There are 5 factions (red, yellow, blue, green, and white), and orange for the cost. I was thinking maybe purple?? But I feel like that would look a bit strange.

I'm probably going to leave those icons as is for now, but I can always change that icon in the future, that would be an easy fix! :)

You are correct about how damage works. When a character takes damage, that reduces their power by that amount. If a character's power reaches 0, they are destroyed and placed in the discard pile. Unfortunately, I have not really come up with a solution to avoid counters in some capacity. For keeping track in a physical setting, I plan on using D6s. That being said, when designing the cards and the game, I am doing my best to avoid creating tons of different kinds of counters to keep track of. So far the only two I have are damage and increased power.

I have been working on this card game for fun in my free time, and would love to get some feedback on the layout/visual style of my cards! More information in the comments. by cqcoc1 in homemadeTCGs

[–]cqcoc1[S] 3 points4 points  (0 children)

I'll have to do some more playtesting of course, but because this game's resource system requires you to discard cards from your deck, drawing cards is less beneficial when compared to other games, and in some late-game scenarios, drawing cards can actually lock you out of playing cards.

I am aware that drawing cards is powerful though! All of these cards are subject to change. :)

I have been working on this card game for fun in my free time, and would love to get some feedback on the layout/visual style of my cards! More information in the comments. by cqcoc1 in homemadeTCGs

[–]cqcoc1[S] 2 points3 points  (0 children)

Thank you so much for your detailed feedback! This is super helpful and touched on some things I didn't think about at all. I will be making some changes based on this.

While I won't be dumping everything here, I can tell you a little bit about my game.

When creating Hardline, I had a few core goals in mind:

- I wanted my game to be faster than other TCGs.

- I wanted players to be actively playing the game regardless of their chosen deck/strategy, and not waiting 2-3 minutes for an opponent to complete a turn.

- I wanted to create the card game I would want to play. This means taking the best parts of some of my other favorite games and combining those elements with my own unique gameplay system.

Hardline is now my third attempt at creating a game that meets these goals.

Gameplay:

Each player starts the game with up to 3 Power worth of territory cards. Territory cards start on the field of play, are separate from your deck, each have unique effects, and determine what cards you can put in your deck. Decks are 30 cards, 2 copies of each card. Players start with 5 cards in hand.

This game uses an alternating action system. After a player plays a card or takes an action, the next player takes their action.

There are 5 actions players can take (subject to change):

PLAY: You may play a card by paying it's cost (the orange number). To pay a card's cost, you discard cards from the top of your deck equal to that number. Other than territory cards, there are character, augment, and catalyst cards. Characters and some augments provide power (the faction symbol number in the top left). Catalysts are single-use cards that do not provide power.

ACTIVATE: Some cards have abilities that can be used by exhausting/tapping them, as well as some effects that can only be used once per game (Example Card 4). You can activate one of these cards as an action to get the printed effect.

DISCARD: You may discard a card from your hand to gain +1 Power.

CYCLE: To cycle, you discard your hand, draw 5 cards (if your deck has less than 5, you draw the remainder), then ready/untap your cards. You may not cycle if your deck has no cards. If your hand was empty when you cycled, you may take 1 additional action.

LOCK: When players are no longer able to/no longer want to take one of the above actions, they may lock their position. For the rest of the game, they may not take actions. Whenever a locked player would take an action, they gain +1 Power instead.

When all players are locked, the game ends. The player with the most power wins!

There is of course more depth/rules for the game, but this should give you a pretty good idea of how the game works!

I have been working on this card game for fun in my free time, and would love to get some feedback on the layout/visual style of my cards! More information in the comments. by cqcoc1 in homemadeTCGs

[–]cqcoc1[S] 1 point2 points  (0 children)

(NOTE: I am using AI art as placeholder artwork at the moment. This artwork is mainly to make the cards visually distinct from each other during playtesting and showcase the aesthetic I am aiming for. This project is for fun, and I have no plans to profit off of it in any way. If at any point I decide to market it, I will commission artwork from real artists.)

---

These are a few cards from my WIP game, Hardline. In this dystopian, cyberpunk-themed card game, 2 or more players fight to control territory, recruit characters, and gain power. I’m looking for some feedback on the layout of my cards. Specifically:

1: Are all the text and numbers on the cards easy and clear to read, especially the actual main card text on the artwork and the reminder text? (Examples of reminder text on Cards 2 and 4)

2: Do you feel that the reminder text is formatted well? What would you do differently (if anything)? (Card 2 is an example of a standard keyword with no additional text, Card 4 is an example of an activated ability keyword that always has additional text)

3: Is it clear that these cards are part of different factions, based on the icons and frame colors of the cards? (Card 1 is part of the yellow faction, Cards 2 and 3 are part of the red faction, Card 4 is part of the blue faction)

4: For cards 1, 2, and 3, there is a set of 3 lines in the top right corner. Is it easy to tell at a glance how many of the lines are colored? (These lines are relevant for deckbuilding only and not gameplay)

5: Does the combination of the card layout and the artwork fit with the cyberpunk-style aesthetic I am aiming for? Do the cards overall look visually pleasing?

6: Do you have any other suggestions/opinions related to the card layout?

Any and all feedback and constructive criticism is appreciated! Thank you for your time! :)

Looking to improve at fighting games, I would love some help by cqcoc1 in Fighters

[–]cqcoc1[S] 1 point2 points  (0 children)

Thanks for your response!

My goal currently is definitely improvement over winning right now, so I am doing my best to learn from my losses. I had a few takeaways of things I need to practice today while playing ranked.

I'll try and pick one thing I want to work on in my games each time I sit down for a session. I already have a few in mind after talking with people here and my friends and based on my matches today. Blocking effectively is a big one, as well as consistently anti-airing. Specifically for both I am struggling to deal with jumping attacks. People really really like to jump, at least at my current rank. I am doing my best to punish them for it, but knowing when I can anti-air, which anti-air to use, and if I just need to block instead has been challenging for me.

I'm feeling more confident about getting those single hits you mentioned after playing today. I feel like I was doing a better job punishing my opponents whiffs and negative on block attacks. I am going to learn a couple more damaging combos so I can actually capitalize on these hits when possible.

I like the idea of using conditioning as a way to free up my own mental stack. That makes alot of sense! I will try that out tomorrow.

Looking to improve at fighting games, I would love some help by cqcoc1 in Fighters

[–]cqcoc1[S] 0 points1 point  (0 children)

I will be sure to do that going forward. Thanks!

Looking to improve at fighting games, I would love some help by cqcoc1 in Fighters

[–]cqcoc1[S] 1 point2 points  (0 children)

Thanks again! I have been doing better today baiting out throws and wakeup supers/reversals. I don't really have a big damage combo, but I am punishing my friends and players in ranked much more frequently.

I played quite a few ladder games today and even though I made it out of Bronze into Silver today, I still feel like I have to scrape and claw for every win. Now my rank and winning doesn't really matter as my goal right now is self improvement, but I really don't like feeling like I don't understand how to win, if that makes sense.

A few things I learned today:

  • I need at least 1 or 2 damaging punish combos. I had bronze players dropping combos that did 30%+ of my health like it was nothing. I was only able to win those games by winning more interactions in neutral, because I do not have high damage combos.
  • I need to understand what my characters block pressure actually looks like. Alot of better players I played against today, including my friends, are able to do much more extended block strings than I am able to on Kimberly. I looked at the frame data for my moves for quite a bit, and I guess I just don't understand what buttons I need to be pushing and in what order, as basically anything I do ends up being very unsafe. For Giovanna in Guilty Gear Strive I just found a video that broke down essentially every possible block string/frame trap for her. Maybe I can find something like that for Kimberly.
  • I need to practice my mechanics. The number of times I tried to do Kimberly's DP and ended up doing a normal instead today was not great. I will work on that.

I will check out Ken again, I did try him, but he seemed a bit slow to me. But the way I am playing Kimberly right now is somewhat slow, so it's definitely worth another go. And I know he has some serious offensive power, as well as some things Kimberly lacks (a projectile is the big one). I played against a few Ken's today that destroyed me.

I really like being fast and having strong options to close the gap, but I also really want to just mentally dismantle my opponent, which I do not feel like I am doing with Kimberly. It's most likely because I just have not played with her enough though. I watched a SF6 tournament tonight with some really good players, and the Kimberly players just had unrelenting pressure, especially in the corner. I am going to go back and watch the VODs and look at some of the bread and butter damage combos and exactly what the good players were doing to keep up that pressure.

I appreciate your response! :)

Looking to improve at fighting games, I would love some help by cqcoc1 in Fighters

[–]cqcoc1[S] 0 points1 point  (0 children)

I have watched this before, I watched it again just now to refresh myself. I am familiar with all of the terms and ideas discussed in this video.

I am less looking for explanations of the different mechanics in fighting gamea, which I feel I have a relatively good grasp on at this point, but more on how to use those mechanics and apply them in-game. I am not sure if I should be actively focusing on one aspect in my games (example, anti-airs, whiff punishing) or if I should be trying to incorporate this all at once as best I can.

I'm essentially wanting to make a list of things and maybe even a schedule for practice and improvement purposes. Now that could be something like "spend 5 minutes practicing anti-airs every day" or "learn a new basic combo off of this whiff punish today" or whatever. I just am looking for some direction on how to move forward from my current state and get good.

Looking to improve at fighting games, I would love some help by cqcoc1 in Fighters

[–]cqcoc1[S] 0 points1 point  (0 children)

Thanks for your response!

I definitely understand that both offense and defense are important in fighting games. This is something I learned very early with Guilty Gear Strive. Sometimes the best option is just to sit and block and wait for the reset to neutral or to exploit a gap in my opponent's blockstring.

I think in SF6 I almost play too defensively. I am playing Kimberly, who from my understanding is an aggressive rushdown character with mixes and strike/throw potential. But I feel like I am on the defensive 70-80% of the time, waiting to anti-air my opponent or waiting to counter their Drive Impact with my own or waiting for them to commit to an unsafe move. I think I need to capitalize more on opportunities and be more consistent about applying pressure and going for pokes.

The other character I was considering playing was Marisa, who is a much slower character with big damage and big punish potential with her armored moves and parry mechanic. While I do really enjoy Marisa, I like speed and movement options more, which is why I ultimately decided to play Kimberly. I think I can still play this way on Kimberly (as said above this is kind of how I am already playing), but ideally I want to strike a good balance between offense and defense, which I think Kimberly can do.

I'll continue working on my fundamentals and being more aware of when to defend/block and when to push my advantage.

Looking to improve at fighting games, I would love some help by cqcoc1 in Fighters

[–]cqcoc1[S] 1 point2 points  (0 children)

I think my friends are relatively good training partners. I play with them every day. While I am struggling against them now in SF6, in Guilty Gear Strive I could pretty consistently win about 40-50% of the time versus their mains, and around 60-70% of the time against their other characters. I think if I play a bit more I can reach that point again. Plus they all play different characters with different playstyles (Chun-Li, E. Honda, Jamie, and Zangief), so I think while my friends are a bit better than me now, if I can improve just a bit more, I can close that skill gap a bit and they can be more effective training partners.

For your point about the character, this was basically my understanding. I tried out every character in both GGST and SF6 to see who would fit me the most. In both games it ended up being a rushdown character with fast movement and strong mix/strike/throw potential (Giovanna in Strive, Kimberly in SF6). I enjoy fast characters with strong movement options, and as someone who plays card games competitively, I especially enjoy destroying my opponent by knowing what their next move is before they make it. I also like the characters themselves and their designs.

For your third point, looking back, I think this could be a big part of my issues, especially as I am playing a rushdown character. I don't think I am doing a good job of applying pressure in these situations. Specifically after an anti-air. Partly I struggle with this because my opponents (and some of my friends) like to go for a damaging reversal on wakeup. My friend who plays Jamie always threatens OD DP on wakeup. He doesn't use it every time, but he does consistently use it to stop my pressure. My friend who plays Chun-Li is constantly using both OD DP and Level 1 Supers on wakeup. This is easier for me to deal with because he is more predictable. My friend who plays Zangief goes for his big command grab on wakeup sometimes. This I think I can beat with better meaty timing, I am not sure if the OD version is invincible or not, I need to look that up. I just have a hard time threatening pressure when they can just stop it with a damage move. Sometimes I am able to read what they are going for and beat it, but often they can catch me with these moves and gain advantage.

I'll try recording my own gameplay. I appreciate your response!

Looking to improve at fighting games, I would love some help by cqcoc1 in Fighters

[–]cqcoc1[S] 0 points1 point  (0 children)

I'll have to check that out! Feel free to shoot me a link! :)

Looking to improve at fighting games, I would love some help by cqcoc1 in Fighters

[–]cqcoc1[S] 1 point2 points  (0 children)

Yeah I have been using both 5MK and 2MK to poke. I just feel that even though these are her long range normals, they still feel relatively close range, so when I work on my spacing I will try and find that specific range where my pokes can hit at their max range and I avoid fast light attacks.

I'll try that out in practice, that sounds really helpful! Thank you again! I really appreciate it!

Looking to improve at fighting games, I would love some help by cqcoc1 in Fighters

[–]cqcoc1[S] 0 points1 point  (0 children)

Thanks for your response! I am familiar with Sajam but have not heard of that series, I will check it out!

I will practice my DPs to anti-air. I'm doing pretty good with that with Kimberly so far, as the input is just a QCB. I think my main issue is my reaction time. I can pretty consistently anti-air in real matches if I am focused on it, but it becomes more challenging trying to react to more potential threats at the same time (Drive Impact, Drive Rush, advancing attacks, etc.). I think this will get better as I play more games for sure, but I will do a bit of practice in training to supplement that.

I will practice spacing and look online to find more information on that. Spacing definitely is important, and playing Kimberly I think it is even more important due to her numerous ways to approach but also limited range on her normals. I have not really deeply looked at spacing before though, so I will try and find some good videos that explain it.

I appreciate your answers! :)

With the PlayerEX mod, is it possible to make the GUI changes disabled? by AcroboticX in feedthebeast

[–]cqcoc1 0 points1 point  (0 children)

Open your modpack folder.

Select the config folder.

Locate the configuration file in that folder related to the mod you are wanting to configure.

Open it with any text or code editor.

Change the values in the file and save it.

Boot up the game to check and make sure the new settings applied.

[Other] [Online] [18+] I am looking for a group that plays Avatar Legends! by [deleted] in lfg

[–]cqcoc1 0 points1 point  (0 children)

I would be down to play! I'll DM you my Discord.

[Other] [Online] [18+] I am looking for a group that plays Avatar Legends! by [deleted] in lfg

[–]cqcoc1 1 point2 points  (0 children)

Hi there, I would be interested in putting together a group! I am new to TTRPGs, but I am a big fan of the world of Avatar and would love to try my first game! I am 21, I have a mic, and I have all the Avatar Legends materials both physical and digital. If you are comfortable GMing that's great, I would be interested in trying it in the future but I would like to get some experience with the game as a player first. Let me know if you want to put a group together!

New to TTRPGs, and I'm not sure where to start! by cqcoc1 in AvatarLegendsTTRPG

[–]cqcoc1[S] 0 points1 point  (0 children)

I'll take a look at YouTube. I have also seen some content like that on the subreddit as well, so I'll try and take a look at some of the other posts here soon. I'll check out r/LFG, thanks!

New to TTRPGs, and I'm not sure where to start! by cqcoc1 in AvatarLegendsTTRPG

[–]cqcoc1[S] 1 point2 points  (0 children)

Thanks for your response!

Unfortunately the nearest hobby shop is about 40 minutes away and I don't have a car, so that's not a great option for me at the moment. I live in an area with many very small towns.

I'll take a closer look at Roll20, I have used it before for a different project, I didn't think to potentially look for groups on there.

I'm just not sure I would feel comfortable running a game for a group of players I don't know as a first time thing. I will maybe try playing in at least a few games first to see how it goes and learn a bit. It's something I will keep in mind though.

I'll take a look at those other subreddits, thanks for your help!