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Feedback for Game Idea [Roguelike card-builder] (EDITED)

A topic by WarperSan created Jan 14, 2024 Views: 230 Replies: 5
Viewing posts 1 to 3
(1 edit)

Hi! I'm not sure if this is the correct channel for this,  but I'll post it anyway. I have an idea for a game, but I want to refine it before looking for people to help me make it.

As said in the title, the idea is to create a roguelike card-builder game. The game is separated into 3 parts:

  1. Boat management (space management)
  2. Map navigation
  3. Fight

Boat management (space management)

In a lot of card-builder game, it is easier to gain cards that it is to lose them. In this game, the problem is to fit all the cards you want. Each card covers an area (1x1, 1x2, 2x2, ...), but the space you are allowed is limited. Therefore, you will have to choose which card you want to keep. The cards on the boat will be the only ones available in fights. The other ones will put in a "excess" pile where you will be able to sell them for resources.

Map navigation

Once your organize your cards, you are ready to choose your foes. On each world, the player is offered the choice of 3 islands. Each island has it's own difficulty, but the player only knows the difficulty level (Easy, Normal and Hard). The player can choose to enter the islands in any order they want (even skip one if they feel like it). Each island is composed of a series of fights and shops (see Slay the Spire's map). If the island is too difficult, you can, at any time, run away from it. However, you will lose some things (card, money, health).  At the end of the island, the player gets new cards, depending on the island's difficutly (e.g.: 1 for Easy; 2 for Normal; 3 for Hard).

Once the player feels ready, they can challenge the boss. It is a harder fight (or island; I don't know yet). Upon winning, they go to the  next world? Depending on the length of a run (all 3 islands), I will have to see if the game is multiple worlds.

Fight

On each turn, the game presents 8 cards. The player can do 3 things with a card: block, play or nothing. Doing nothing does nothing, but blocking the card (one per round) allows to keep this card for the next turn. The rest gets shuffled and new cards are drawn. To play cards, you select which card you want to play and the order. The game will simply play the cards in this order. 

Since you don't have the ability to target foes directly, most of the fights will be 1 vs 1.  However, some fights might have against multiple foes. Of course, the additional foes will only be supporting the main one (the one you are targetting). It would be unfair to have two strong foes while you can't even target. To make those fights easier, there will be cards that hit multiple targets.

The game doesn't prevent you from playing all of your cards at once. BUT, each card has a sleep counter. When the card is played, the slot will "sleep" for X turns. A sleep slot decreases the power of the card.

Card ideas

Yes, the game might be complex. However, I feel like this complexity can offer some interesting combos that affect all aspects of the game in a way. There will be cards that will be solely oriented towards a certain aspect. Most likely, those cards will be "beginner" cards, due to their lack of complexity (e.g.: deal 6 damage; give 3 seats). However, more complex cards should tend to affect multiple aspects (deal 3 for each space taken; deal 3 per difficulty; add 1 seat per difficulty).

Conclusion

Personally, I believe the idea could work. Of course, I know it still requires work, but from someone better than I for design. I just wanted to refine the idea before looking for people to help me make this idea come true. I prefer to realize that the idea is flawed now than half way into making.

Thank you for the feedback,

- WarperSan

As a visual learner, could you give some picture using Miro (whiteboard) to your idea for us to see the gameplay and further refine it ?

I'm not familiar with card based games but I could give my insight about your game idea.

I'll start with this: You've posted 3 game sections in your game. I got impression that each section have their own cards, IOW player would need to manage 3 set of cards: for boat, island and battle/fight. Am I wrong? or the cards are only battle cards?

then this:

Boat management (space management)

Therefore, you choose which card to keep and balance with fewer good cards (which take more space) and many bad cards.

I had assumption that this section would have its own cards, So, what does each card do? aside of filling space in limited boat space that is.

Do they cards define number of supplies for the travel? if the answer is yes, it will affect the other 2 sections: map navigation and battle.

At the end of the island, the player gets 3 new cards.

I was going to ask something but it's similar to my first question above so let's go to this next question: since boat space is limited, will player be required to rearrange cards again in their boat?

Oh yes, I suggest setting different number of reward card based on difficulty say Easy gives 2 new cards, Normal 3 and Hard gives 5 or 1 very powerful card.

the player can run away from the island, but they will lose something (card, money, health, ...).

This sounds complex. I understand about card and health but with money you'd need to create a system where money is needed such as shop.

Fight

To play cards, you select which card you want to play and the order. The game will simply play the cards in this order.

I am imagining Slay the Spire and regular turn based RPG battles. My question is basic but you have to answer it to construct the base of your game: how would the fight be? 1 vs 1 or 1 vs ? ? The latter means number of opponent varies, sometime you fight one enemy but in other times you fight 3 to 5 enemies at once.

If the answer is the latter, in a fight with multiple enemies, will attack cards target all opponents or target a random single enemy?


I think my post is long already but it should cover the basic questions.

Hi,

Thank you for the feedback. I'll (hopefully) answer/clarify some of the questions you asked.


I got impression that each section have their own cards [...]

Yes and no. There will be cards that will be solely oriented towards a certain aspect. Most likely, those cards will be "beginner" cards, due to their lack of complexity (e.g.: deal 6 damage; give 3 seats). However, more complex cards should tend to affect multiple aspects (deal 3 for each space taken; deal 3 per difficulty; add 1 seat per difficulty).


Do [cards] define [the] number of supplies for the travel?

Currently, no. I didn't come up with a way to really link the navigation aspect with the other two. But, I believe I could add something where the cards need some resources. Fights could give you resources (which would make the choice between two fights more interesting).


[S]ince [the] boat space is limited, will [the] player be required to rearrange cards again in their boat?

I am not sure to understand. Will the player be required to rearrange cards from zero (remove all the cards from the boat)? No. The cards will be kept in the same place. Will the player be required to rearrange cards (reorganize to fit)? Yes. For example:

On the left, you have the current organization of your boat. You can't fit the card Z. If you want the piece, you will have to move stuff around (move, rotate). But placing the card isn't required. If you don't want the card, don't place it.

* = Empty
X*C   Z*    ZXY
XY* + Z* => ZXY
*Y*   ZZ    ZZC
I suggest setting different number of reward card based on difficulty  [...]

Totally! I simply used "3" as an example, but the amount of cards given will (and should) vary depending on the difficulty.


I understand about card and health but with money you'd need to create a system where money is needed such as shop.
Yes, a shop was planned. I simply had no idea what to put it in.

[H]ow would the fight be? 1 vs 1 or 1 vs [X] ?

1 vs X, but mostly 1 vs 1. Most of the fights will be 1 vs 1. I doubt it's fair that you fight two strong enemies without having the ability to target. But, I don't throw away the option of offering battles against multiple foes. However, the additional foes will only be supporting the main one (the one you are targetting). For example, the main enemy will have 120hp while the other two will each have 12hp.

[W]ill attack cards target all opponents or target a random single enemy?

Depends. If I add 1 vs X fights, some cards will  hit all opponents. However, the other cards (e.g.: deal 6 damage) will only target the first one.

Thanks, I understand your concept better now.

However for this one:

But placing the card isn't required. If you don't want the card, don't place it.

I take it that you have limited space in your boat so if it's full before you start a fight, you'd be sure not to have any space left if you get new cards after the fight. So if placing new card isn't required, where would the new card go? assuming the boat is full.

I asked this thinking that your boat is the only container for your cards so if you haven't expanded your boat and your boat is full, you can't put new cards there at all. You can't go to shop to sell excess card to solve this.... or maybe, this option is given in boat setting/card placement section.

Having a boat full  doesn't mean you can't place any more cards. It simply means that you can't place the new card without sacrificing other cards. That's the challenge of this aspect: you have to balance cards quantity and power. You will have to ask yourself: "Which card is the weakest in my deck (weakest for this archetype) that will allow me to place this card?" 


But, I like the idea of being able to sell excess cards. This would reduce the impact of getting unlucky and would allow to get resources more easily (if cards are grinded into resources).