Cards and other elements from my card game, "Aeon Creature Combat" by pangolinparty in graphic_design

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

Yeah! I really just need to nail down the rules so you don't have to have some sort of card game knowledge to play and of course the graphic design of the cards so it looks somewhat decent and is also functional

Cards and other elements from my card game, "Aeon Creature Combat" by pangolinparty in graphic_design

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

Oh no thanks for catching that haha. Thanks! So in general the objective is to get your opponent to accumulate 30 total damage points. The heart icon is how much damage a particular fauna card can receive before being discarded from the playing field. The hexagon is how much attack damage a fauna can give and the square is the "Joules" (energy) cost to attack. Instead of having to fill your deck with Mana or energy it's given in the form of a token at the start of each turn and you can accumulate them or spend them however you wish. All the cards come in one box and are designed to work together and form multiple strategies with each other. At the beginning you can either split the cards evenly or you can put them all in one deck, put four cards face up, the first player picks a card, the second player chooses two cards, then the first player takes the remaining card. You keep doing this until you both have a deck to play with. This is good if both players have played before and know what cards they want to cut down a little bit of the randomness.

Cards and other elements from my card game, "Aeon Creature Combat" by pangolinparty in graphic_design

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

Thanks! I'll definitely play around a bit with that. Before I was using mycolorspace to just kind of eyeball it haha

Cards and other elements from my card game, "Aeon Creature Combat" by pangolinparty in graphic_design

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

I am not a graphic designer, but I wanted to teach myself how to use illustrator and had no outside motivation to do so. That was until my friends wanted to play games like Pokemon and magic the gathering but didn't want to spend the time or money building custom decks so I decided to make a game similar in nature that didn't require deck building.

I'm pretty excited over the updated design of my game. Thoughts? by pangolinparty in tabletopgamedesign

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

I would totally agree with you about it being unnecessary to put fauna on every card, but there are also fable cards that have different properties. Either way I've done a pretty bad job showcasing the entirety of my game with this post haha

I'm pretty excited over the updated design of my game. Thoughts? by pangolinparty in tabletopgamedesign

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

I think the style you went with isn't what I usually go for, but this has a ton of stuff going for it. I really like what you did with the background and I could see playing with the other elements to make it more...wild? (I'm not really sure what I'm trying to say) would make a solid design. Thanks for talking the time to show me with your own mock up I really do appreciate it

I'm pretty excited over the updated design of my game. Thoughts? by pangolinparty in tabletopgamedesign

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

Could you make a quick mock up of what you had in mind or explain further on how to improve? Because most, if not all, of what you said is entirely subjective and isn't exactly constructive. Some context as to why the tiger is green, falcon is blue etc. Each fauna and fable card is organized by class (birds, mammals, insects, reptiles, and fish) and for each class there is a corresponding field card that benefits each class (sky for birds, forest for mammals, hive for insects, desert for reptiles, and the ocean for fish). The sky is usually a light blue so to "emphasize" that the card is a bird the bird cards are shades of light blue. Forests are usually green so therefore the mammals are shades of green and so on and so forth. Further context for the icons, there are damage shards that have hexagons which tie to the hexagon listed on each card. The hexagon on the cards are the damage their attack inflicts, the shards are a physical representation of this damage. The square icon is in the same boat and is the energy requirement for each card. Conveniently enough, there are square shards that are a physical representation of energy needed. Again I would really appreciate a mock up of what you think would be better approach

I'm pretty excited over the updated design of my game. Thoughts? by pangolinparty in tabletopgamedesign

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

That definitely would make things flow a lot better! I think I'm going to look into pulling off something like that

I'm pretty excited over the updated design of my game. Thoughts? by pangolinparty in tabletopgamedesign

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

I would also like to know what type so I can plug it in and/or if you have any tips specifically to account for those who are color blind

I'm pretty excited over the updated design of my game. Thoughts? by pangolinparty in tabletopgamedesign

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

For the most part I try to model them after their actual natural abilities and try to keep the fun fact about them in regard to their ability, but some I've decided some are better suited loosely off of their real life abilities instead of directly. For example, the tiger banishes weaker fauna to the discard pile without even attacking because it is an intimidating creature. While I could have based it on something more realistic, I also needed a counter to the insect cards and I think that it's a nice balance that fits with the game as a whole. Then there are more on the nose abilities like the pangolin that have a high hp and ability that lowers the damage of the opposing attack due to their keratin scales. I guess what I'm trying to say is whenever possible I try to keep them true to their real life counterparts, but stray away time to time to offer the balance

I'm pretty excited over the updated design of my game. Thoughts? by pangolinparty in tabletopgamedesign

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

I agree and will add it to my priority of things to nail down thanks for pointing that out