Do All Good Card Games Have Lands?

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Published 2024-06-02
Devlog 06

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All Comments (21)
  • @BigHoles
    Anyway- back to the useless swamp, its pretty cool.
  • @rodrixam
    > "useless swamp" > looks inside > it is useful
  • @LewisGingerman
    Hope your doing well mate, remember if your ever feeling burnt out, no one will be mad if you take a break, other than that, great work so far :)
  • The idea "Card Wars:Edgelord Expansion, introducing the Blood, Fire, Demon, Motorcycle, Electric Guitar, and New Jersey elements," sprang into my head fully formed
  • @FromOrbit
    Borrowing from Magic wording a bit, you can reword Centipede Wizard to the following: “Reveal cards from the top of your deck until you reveal a spell. Cast it. If you don’t find a spell, or can’t cast it for any reason, the card is discarded and Centipede Wizard dies. Shuffle your deck.”
  • @galladite4924
    This is the only current series I get genuinely excited about whenever a new episode comes out!
  • @tylerp.5004
    I know this is based on just heavy interpretation, but since the Wheat Field ability has the stipulation of opponent having gluten allergy, maybe the implication is that it's a powerful passive that only applies in situational circumstances? You could interpret this in-game as this only applies to creatures with certain tags. That clears up the whole "Active VS Passive power scaling" issue.
  • @mfpippin9972
    I think it'd be interesting if each of the elements had one "cursed" land option. Providing a super powerful ability / passive, but with negative effects as well. It would complement the chaotic nature of the game, and add some interesting risk vs reward choices as well. Additionally, consider REALLY leaning into an almost "roguelike" balancing philosophy for the game - super quick chaotic matches, but you can get lucky with broken builds. Losing to your friends broken build is almost as fun as playing one imo. This sort of balancing philosophy would really harmonize with the aesthetic of Card Wars. Love the series, keep it up <3
  • @mrmooseman7059
    Idea: Optional deck building, now hear me out (Ive been designing card games for about 10yrs). It can be a more advanced mechanic where each deck has a limit of points, different cards give different points based on how powerful they are. Big sun man could be 10 points, but he would take up 1/10 of your total allowed points in your deck. Additionally decks have a minimum number of cards. Cards like behaviors which are bad for the player can have negative points allowing for more powerful cards in your deck. This would allow for more comboing, eg a cornfield based deck without it being purely "gee I hope I get the right cards" before your opponent draws all the cornfield based cards. Hope you enjoyed my speil, its ur game at the end of the day so up to u 👍
  • From playing Marvel snap, location mapulation is pretty crazy, i know the game works different but i still think for a better gameplay perspective the ability to destroy lands should be reserved to very few cards and not any card. A new special keyword may be needed, one that means the creature can attack the land itself. I know this is kinda the thing you want to avoid, of being different mini games inside the game, but i think is necessary for this specific thing. A healthy medium can be reached, where "land pillagers/pillager" (possible name?) are prevalent enough in the game to keep in mind but not something all creatures can do. And same for "land reclaimers". Kinda how "workers" work right now. Both of these types of creatures would work for normal purposes too.
  • @BaconSpider
    in the show workers seem to be represented by the same holograms as creatures and i always interpreted finn moving his creatures into certain structures as the "worker placement" jake mentioned so my idea would be to give certain building cards worker slots instead of the land areas. then you move a creature piece onto/into a building to get an effect as the worker placement mechanic. (you could also put the worker slots on the land cards) in a physical version you could even give the land buildings little spots to set the worker pieces though if you wanted it to be more like traditional worker placement you could have it be that whenever you play a worker creature (or a worker creature comes under your control for whatever other reason) you get a worker piece and whenever one of your worker creatures dies (or you lose control of it for whatever other reason) you lose a worker piece then on certain turn phases (probably the main phase?) you could have the option to place one of your worker pieces onto a cards worker slot to get a certain effect depending on the card like getting some money, drawing and discarding, buffing the creature (or just buffing one of your creatures if the worker pieces aren't tied to specific cards), or even more powerful effects like drawing without discarding, or forcing your opponent to discard without drawing, or weird stuff like messing with the economy tracker and then your opponent gets the opportunity to place one of their workers then at the begging of a turn each player gets all their workers back you could also give the different work structure cards different requirements like only allowing workers of a certain creature type or with certain stats the worker placement abilities could be a little stronger than normal abilities with the drawback that your opponent can also place workers onto your worker slots to get the effect you may also want to consider other placement limitations like only being able to place a worker if you have a creature in the same or an adjacent zone to the work station card as for booting a worker from a slot to place your own thats not typically something you can do in other worker placement games, you could have it be that you can place a worker in an occupied slot if it's stats are higher than those of the worker currently there. or you could have it be that you can place a worker in an occupied slot for an additional money cost if you want to link it to the economy system but i dont necessarily think you should because it's on cards and not the board if you dont want to play with worker placement you just dont put the cards that have worker slots in the pool of cards you build your deck from related to that i'd recommend giving cards related to optional mechanics (and just cards in general) set symbols to make setting up the card pool easier like all the cards would have the "set 1" symbol, cards related to the eco mechanic would have the "economy" set symbol added, and cards related to worker placement would have the "worker placement" set symbol sorry for the super long comment lol. there's a lot you can do with the worker placement and i have a lot of thoughts on it that i'm not sure i really got across well the game looks really cool so far! keep up the good work and remember to take a break if you need to
  • @Pepe-pq3om
    3:19 Why did you completely ignored the fact that the ability implies there is a "mana" system where you need to spend something to activate certain cards? I'm not hating or anything, but that seems really important if you are going for the show accurate route.
  • @pining_tree6788
    I still am awaiting the intelligent firework dog given that little mistake from a while back
  • @AroyalMcWiener
    Not sure if you're taking ideas on land cards yet but I have them so why not give them - Space land: 5 health: Any none space creature that ends their turn on the space land loses 2 health. (It seemed like all the land tiles where op) It comes with such cards as: - Astronaut Goldfish(In a glass bowl) - T.Rex skull asteroid - when killing an enemy unit There's a chance of exploding (1/6) and dying and then a (2/6) chance of destroying the land it attacked in. - Apple with a wormhole in it: when destroyed you can draw the top 3 cards and if any of them is a creature you get to play that creature. - Moon cow: Get moon milk from the moon cow. Moon milk can remove emotions - Cosmonaut Cat
  • @Rusa_Azavayl
    This video and card game made some level of sense and was somewhat show accurate in it's systems and gameplay until in this video you have stated being able to take over an opponents land card. Kill the creature defending that land card instantly by destroying that land card. It should be that once that landscape is destroyed then you can't summon any more creatures onto that land. The needless over complication of adding sub variants to corn when you clearly see Useless Swamp, Corn Fields, Corn Fields and Corn Fields makes no logical sense and actually adds more work for you as a developer. The logical reason for no descriptions on Corn Field cards is the comparison of 1 + 5 + 5 + 5 = 16 for Jakes lands vs Fins 1 + 2 + 3 + 3 = 9. Therefore of course one of Fins Blue Plains cards would make the opponent have to pay 1 extra per card and theirs to cost 1 less for the sake of balance. This would further prove that there is in fact a cost system to summon cards. Logically the workers are the cards that are entered into the lanes, they work when not being attacked during your turn. The mana is the resources that are produced by workers and then are used to summon cards, cast spells and summon buildings.
  • @swirbl
    But I also really like the idea of showing what the troop capacity a land has. For instance, if a land has the number 2 on it, it can hold one troop worth two points or two troops, each worth one point. And because the land can't hold many / strong troops, it gets a nice bonus effect, like protecting troops from spells.
  • @Spoon80085
    You could use the health stat on land cards to determine how to refloop them (if unflooped by an attacking player). One idea could be making the the defending player "repair" the land by using a similar system as attacking. If their attack is higher than the land's health, they can refloop it. Otherwise, it remains unflooped and the opposing player can still attack it. (You could also use a defending creature's health for reparing, just because it seems more fitting and just the right combination of esoteric and efficient use of the stats)
  • @g0dzilla5
    I don’t play card games and never watched adventure time. Why am I here?? Couldn’t tell you but I bet I’ll click on the next one the second it hits my feed too.
  • @gregwalker9152
    Absolutely loving everything about this project, keep it up!