I've never set out to develop a game before, but was struck by inspiration a few weeks ago and have been planning, building and expanding my overall concept since. I have read many articles on the principles of design, and am well aware of the difficulty in getting ones game noticed these days. However, I believe I have a strong concept and a game that would both be simple to learn, but offer a high skill cap that rewards practice and experience. The idea is also expandable to future expansions.
I will also be adding action cards (cards that can be played from hand for a gold/energy cost).
The numbers need lots of tweaks, as do abilities. This isn't the super important part at the moment.
Current things I like
-Tons of design room
-very expandable
-opportunity for lots of strategy
-simple to learn, hard to master
-Expandable to multiplayer(3-4 players possibly more)
Current things I worry about
-I would need to include 2 full sets in the starter box so two players can play. This raises costs for me and the consumer. It would be possible to have just 1 set of heroes and have a simple draft system so each player has 4 different ones.
-neutral monster deck: should it be a set # cards that are always played, # taken from a larger number, # chosen by the players, or 2 separate ones constructed/random for each player? Having separate ones opens up design space for stronger neutrals (as having just one centre row opens up strategy of how to get last hit with only 4 champs and the opponent able to hit them too.
-Timing issues with abilities. Im thinking having two types. one that can be used before combat on your turn, and one that can be used at any point.
-#of tokens. Players will need to keep track of damage on their heroes, neutrals, energy on heroes, energy in reserve and gold. Maybe with only 4 this isn't too much?
Any feedback, criticism, etc is appreciated. I have no problems if you think this is a bad idea and should be thrown out either. If you do like it, however, I am happy to have people assist in playtesting, card ideas and the like. I feel that MTG players have a pretty good understanding of card games and I think you all would be great for thoughts/ideas.
I've never set out to develop a game before, but was struck by inspiration a few weeks ago and have been planning, building and expanding my overall concept since. I have read many articles on the principles of design, and am well aware of the difficulty in getting ones game noticed these days. However, I believe I have a strong concept and a game that would both be simple to learn, but offer a high skill cap that rewards practice and experience. The idea is also expandable to future expansions.
The basic rules are quite simple and can be explained in just a few pages as seen here:
https://docs.google.com/file/d/0B-jMflcT6Rt6Y1F6SU9zclE2Sk0/...
I also have designed 8 heroes, 14 neutrals and 14 items which I will be updating in this document over the next days and adding more:
https://docs.google.com/file/d/0B-jMflcT6Rt6UkFOalc5dUNyOFk/...
I will also be adding action cards (cards that can be played from hand for a gold/energy cost).
The numbers need lots of tweaks, as do abilities. This isn't the super important part at the moment.
Current things I like
-Tons of design room
-very expandable
-opportunity for lots of strategy
-simple to learn, hard to master
-Expandable to multiplayer(3-4 players possibly more)
Current things I worry about
-I would need to include 2 full sets in the starter box so two players can play. This raises costs for me and the consumer. It would be possible to have just 1 set of heroes and have a simple draft system so each player has 4 different ones.
-neutral monster deck: should it be a set # cards that are always played, # taken from a larger number, # chosen by the players, or 2 separate ones constructed/random for each player? Having separate ones opens up design space for stronger neutrals (as having just one centre row opens up strategy of how to get last hit with only 4 champs and the opponent able to hit them too.
-Timing issues with abilities. Im thinking having two types. one that can be used before combat on your turn, and one that can be used at any point.
-#of tokens. Players will need to keep track of damage on their heroes, neutrals, energy on heroes, energy in reserve and gold. Maybe with only 4 this isn't too much?
Any feedback, criticism, etc is appreciated. I have no problems if you think this is a bad idea and should be thrown out either. If you do like it, however, I am happy to have people assist in playtesting, card ideas and the like. I feel that MTG players have a pretty good understanding of card games and I think you all would be great for thoughts/ideas.
Thanks!