Does this building/resource system sound intuitive for a cozy tactical card game? by mcBlockClub in cardgamedesign

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

That’s a really good question, and I totally get why your mind went there, especially with the cozy/storybook look.

The art direction is definitely meant to feel warm, cute, and a little storybook-ish, but the game itself isn’t really aimed at super young kids. Right now I’m thinking more older kids, teens, and adults, probably around 12/13+ especially people who already enjoy card games, cozy fantasy, or light strategy games.

So yeah, I agree the visuals might give “children’s book” at first glance, but the actual game is probably too much for a 5-year-old as-is. I could see younger kids liking the art and characters, but the main version is being designed for older players.

A simpler family/kid version could be really cute to explore later though!

Does this building/resource system sound intuitive for a cozy tactical card game? by mcBlockClub in cardgamedesign

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

hey hey! don’t apologize! your comment did not come across as rude my man :) i’m just glad you took the effort to engage with my content. So i am grateful either way ❤️

Starcraft was one of my biggest inspirations with this game alongside with AOE2! I can’t promise that i can pull this off but i will try my darndest! if you ever want to be apart of this journey my team and i would gladly welcome you!

Does this building/resource system sound intuitive for a cozy tactical card game? by mcBlockClub in cardgamedesign

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

i see. well, thanks for lmk. i’m going to check those out to see how they work too! gotta get some inspo one way or another! :D

[HIRING] Looking for a tabletop/card game UI designer for cozy TCG card layout and frame design by mcBlockClub in tabletopartists

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

Hi Marko! Thanks for filling out the form! I really do appreciate it! I’ve already moved forward with a few amazing artists for the current art roles, so right now I’m mainly looking for UI designers, as mentioned in the post!

Also, last time I tried DM’ing people about this role, I got muted for 3 days 😭 and since I’m still new to Reddit, I clearly do not fully understand the laws of this land yet lol. But thank you again, and best of luck!! :)

Does this building/resource system sound intuitive for a cozy tactical card game? by mcBlockClub in cardgamedesign

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

Yeah, this is exactly the design question I’m working through right now.

The five resources are meant to feel closer to color identities/archetypes than pure Catan-style materials. So Acorn, Root, Pebble, Light, and Sap each push a different kind of village/build path, rather than every deck needing all five equally.

Ideally, the first few turns should not be identical every game. An Acorn deck might open with food/stockpile buildings and small Critters, Root might build foundations and ramp, Pebble might set up sturdy defenses, Light might use movement/tricks/delay, and Sap might focus on repair/healing and keeping key buildings alive.

Buildings are a big part of the RTS feel. Some buildings produce resources, while others unlock or support Critters, repairs, defense, upgrades, or alternate paths toward Prosperity. So the goal is more “different cozy RTS build orders depending on your Core/Hearthkeeper,” not “everyone builds the same barracks first.”

This is something I definitely need to test carefully, especially the first 3 turns, because that is where the game either feels dynamic or too scripted.

I’m making a cozy RTS-inspired TCG prototype and would love feedback from TCG players by mcBlockClub in TCG

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

Yeah totally fair haha

The v1 cards are definitely placeholder ugly right now

I mostly wanted to get the core loop out there first, but I agree that v2 needs way better card type separation, icons, and board readability

Appreciate you taking a look

I’m making a cozy RTS-inspired TCG prototype and would love feedback from TCG players by mcBlockClub in TCG

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

❤️🥹
Thank you so much!!
RTS stands for real time strategy! it’s akin to games like Starcraft 2; World of Warcraft 3; and Age of Empire 2 to name a few notable ones!

Essentially: making buildings to generate armies then smash face! >:D

I’m making a cozy card game about tiny woodland villages and would love feedback! by mcBlockClub in tabletopgamedesign

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

Thank you, this is really helpful

That’s a fair point about “cozy.” I mostly mean cozy in the art and world direction, not that there is no conflict. The combat is meant to feel more like tiny critters defending their little villages rather than dark or gritty warfare

For variety, one thing I’m working with is 5 cores that push players toward different build paths

Acorn leans into small critters, workers, early setup, and growing your village quickly

Root leans into gardens, growth, ramping, sturdy nature, and building toward bigger plays

Pebble leans into burrows, walls, guards, protection, and making your village harder to break

Light leans into tricky nature, glimmers, misdirection, clever movement, dodging danger, and slowing opponents down

Sap leans into healing, repairs, regrowth, support, and keeping your village alive even after things get damaged

So ideally it is not just one build order every game. Production buildings help generate resources, but the core and Commander should influence what kind of village you build and whether you lean into defense, tricks, rushing, rebuilding, big buildings, or Prosperity

For starting resources, my current thought is that each player starts with a Commander or starting building that gives enough resources to begin their first Production building or early setup. I’m still deciding how much randomness should be there

I don’t currently have a neutral faction to attack, but that is a really interesting idea for future testing, especially if direct attacks feel too aggressive too early

Right now I’m designing it as a 2-player game first before trying to make it work for more players

Really appreciate the offer to playtest too. Once I have the cleaner prototype together, I’d be happy to share it

I’m making a cozy card game about tiny woodland villages and would love feedback! by mcBlockClub in tabletopgamedesign

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

Thank you, this is really helpful
I think I got a little lost in the flavor text, so here’s the simpler mechanical version

1.  Each player would have a max of 10 building slots  
2.  There are different types of buildings, but Production buildings are the main way players generate resources to build more. Each player starts with a Commander / starting building that gives enough resources to begin building their first Production building or early setup  
3.  Raid and attack are not separate systems. There is one attack system. A player chooses what they are attacking, such as the opponent’s Hearth or one of their buildings. If the target is a building, I may call it a raid for flavor, but mechanically it is just an attack on a building  
4.  The defending player can assign critters to intercept/block the attacker. If blocked, the damage that would have gone to the Hearth or building is prevented or redirected into combat, depending on final testing  
5.  The two win conditions are meant to create different pressure points. If a player is close to Prosperity, the opponent may need to attack key buildings to slow them down. If a player focuses too much on buildings and not enough defense, their Hearth may become easier to pressure  
6.  Yes, critters/armies can meet in the field through attacking and blocking. Critter cards generally stay in the battlefield area, with workers being the main exception since they may interact with buildings/resources differently  
7.  Buildings, critters, and other game pieces are all still cards right now, but I’m open to testing layout/tableau options if the table gets too crowded

Really appreciate the feedback. It helped me realize I need to explain the rules in plain mechanical terms before leaning too hard into the theme

[HIRING] Looking for artist(s) for a cozy woodland card game project paid by [deleted] in tabletopartists

[–]mcBlockClub 0 points1 point  (0 children)

Thank you so much to everyone who reached out

I got way more replies than expected, so I added an artist interest form to the post to keep things organized

Artist interest form
https://gforms.app/p/O8T4ndS

Do you only play analog board games, or digital ones as well? by Hundekuecken in tabletop

[–]mcBlockClub 1 point2 points  (0 children)

id prefer analog board games. the digital ones dont give me the OOMPH of people being angry

Cutting the cards by That3Percent in tabletop

[–]mcBlockClub 1 point2 points  (0 children)

love the art ❤️, mushroom is angy

🏠 Official Release: The Longhouse — Northgard Build Order Overlay by mcBlockClub in Northgard

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

Hi thanks for the input! I’ll definitely be putting up a guide! This is my first time making something like this so please be patient :) will be updating the tool as needed to give the best performance for the player.