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Honestly an amazing tool. tho there where some features I felt where missing:

1.would be cool if the "deck:" condition had more options.

2. actual custom keywords I know you can technicly do this but it's not very easy to replicate on to a lot of cards.

Other than that the tool is fantastic.

Wow great tool. I find it very inspiring, as I'm trying to build my own TCG and am looking for ways to do it. 

But right now I'm still thinking about ways of how to create cards. I've  ended up with developing a web-based tool for generating cards. Maybe this tool can be somehow integrated with your asset? I'm still a Unity-newbie, but I'm already tryint to recreate my logic in Unity.

It would be gratefull if you can take a look at my  generator and provide any kind of feedback. I really respect your work and it would be very cool. Cheers!


https://stonehill-games.itch.io/tcg-cards-generator

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You could make an export button that exports a game that works in Cardeneer. Take a look in Options -> Developer -> Open -> mod, to see how they are created. Games are just zip files, and the game export/import uses Base64.

I took a quick look at your generator, and I think it's missing abilities/stats. Right now it seems mostly useful for theme and flavor text.

Are there any mummy images besides ancient priestess

There is a search box at the top of the screen when you select image. There are some if you search "mummy", "egypt" and "undead".

Tried that

yes I already charge thank you


no loading

Should be fixed in the new update, please let me know if it isn't.

Struggling to find a way to give a spell card multiple effects for the same creature, example: On Play: Give a friendly minion "Consume" and "Beast" type.

That is not possible yet, it's on the roadmap.

As a workaround you add multiple give abilities.

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Nice game, found it too unforgiving though. It suffers of running leader syndrome. If you ever fall behind, you are doomed. There are no comeback or diminishing returns mechanics, e.g. enemy minions could lose health when attacking the player, upkeep cost for minions on the board, or one round of immunity for newly deployed minions (right now, they are immediately destroyed by a strong opponent, not being able to attack at least once).

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I love card games, and this game is a good example of the genre. It is simple, but at the same time there is a place for strategy in it.

From what I noticed in the balance, this slightly unbalanced ability "increases the value of the opponent's cards by 1", since some cards start to cost 6 mana units, which gives a strong advantage to the protwinik, because he can take several cards out of the game at once, and one of the simplest strategies in the game is to deprive the opponent all the cards. I would probably like to see a cost limit of 5 mana.

I would also like to mention the design of the game. I like the illustrations on the maps, but I would like to see the design on the backs of the maps.

I want to see the development of this project in the future, I like this game.

(I used Google translator, so it may be illiterate)

Thank you for the feedback. Don't forget to try some of the games others have created in the mod browser. 🙂

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Card Battle Simulator Gameplay

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I have only played for a few minutes and enjoy this. Is there no way to start the game at level 1 without the tutorial each time?

Sorry, it seems I have added a bug to the tutorial. If you were stuck, it is fixed now.

The tutorial is only in the built in game, if you create your own, it will not appear.

There is also a cheat under options > developer > cheats to skip it. :)

I did manage to play a few more times but I was not very good. I found the computer had placed more cards in the middle than me - and I lost. I'll keep trying as the learning curve.

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It feels weird that there doesn't seem to be an option to target the minion you summon with the "When you summon a minion:" trigger. 

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Out of curiosity, what are you trying to target the minion you summon with? Depending on what you're trying to go for, creating an effect that gives effects to minions in your hand might be what you want.

Something like "When you summon a minion: Give it +1/+1."?

I will work on that. :)

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Pretty cool & simple card game! I hope there are plans of putting shops of different booster packs into the game when there are more cards too. I unfortunately could not find where you should be able to create your own cards, since it seemed like there should had been an option for this? (Or did I misunderstand something?) I would had liked to see how you had in mind to balance that, since it seems like THAT could had been what would make this game unique and different than any other card games, and which could lead to this games popularity.

Some of the cards quality is quite blurry and it really irritates me..! :P Else love the designs! .....

Oh by the way!!! The Ice wolf is quite overpowered..! I think there is a bug XD.. When I summon him he summons not just 2 ice wolf extra he summons my whole field full since each ice wolf he summons apparently summon 2 new ice wolfs as well x) (loved it though! haha! carried my ass! specially if you revive them again :P)

The growth mod also seems broken, had an elf who got up to 21 attack dmg and 15 health as well in survival :) (but it might just be broken in survival)

Keep up the good work!

Thanks! 

To add cards, open Games, here you can mod the game or create own from scratch. Thanks for letting me know about this, I will make the Editor button always visible to make it easier to find.

For now, the idea is that people create their own games/mods and handle balancing themselves. There is a value field that can help you balance things, but it currently doesn't work with the new ability editor, will fix that soon. I do want to try creating something where people can use their own cards against each other, but compared to other things such as making custom games work online and custom art, it is not a priority right now. 

Art is from Ækashics Librarium, and some images were not made to be seen that large. I will try upscaling to make it better.

The Ice Wolf will be fixed, should have been On Play, not On Summon.

Growth might need a nerf. :)

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Great game. The games are so fast that I didn't notice how I opened all the cards. From what confused me somewhat - the creatures that draw a card feel useless due to the fact that mana is not accumulated and is limited to five and because of the small number of cards in the deck.

Waiting for multiplayer

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Thanks! The goal of the main game was to make it simple and quick. Maybe I should slow down the progression a bit. Drawing is risk vs reward, that said drawing feels like too much of a risk right now, especially since you start with 5 cards, I might have to buff the drawing cards somehow.

Nice to hear.

I decided to try creating mods and noticed something. The Fire Butterfly card reminded me of spells from MtG, so I decided to create something similar to a Fire Butterfly - spells that immediately fall into the graveyard after entering the battlefield. I set their strength and health to 0, but they stay on the battlefield, can't attack, but can block. I also made a spell that reduces the health of my creature. If this spell reduces the health to 0, it also remains on the battlefield.

And will it be possible to create your own types of cards?

If you mean types like in spells, resources, buildings etc. It is not supported in the editor and currently not a priority as I want multiplayer working first, but it is planned.

If you mean type as in different layouts, then that is also planned.

Look, you can make "Spells" using formulas.....as an example

I made a card for the moner of a creature with the function of "suicide" for the execution of an action. That is, after this card was given to me...let's say 2 cards (example) she immediately destroys herself.

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Cool game but it's lacks decor but overall I like the way the game works

Thanks! By decor do you refer to the UI, in game or both?

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Sharing bugs and ideas I have for potential new card effects. The ability to battle your own decks is a nice addition by the way. I hope to see this game continue to grow just for that alone.

Bugs

  • Undeen’s Taunt doesn’t seem to work against Water minions.
  • Elf Archer's Double Strike doesn't work.
  • Is it intentional for an Eldritch Hound summoned via Dark Queen to not be able to use its Charge ability?
  • Poison does 3 damage per turn instead of 1. Also do you think it might need to have an additional effect or new effect altogether, with Deathtouch just being a better version of it? (Personally I’m thinking lowering an enemy’s attack value would be a better effect.)
  • The game seems to have controller support, but there don’t seem to be any controls for selecting cards.
  • The Sort by Value option doesn't seem to do anything to the collection.

Ideas For New Effects

  • You can summon a minion from your graveyard, but you must pay its cost.
  • Your minions without effects gain +X/+X, or cost less mana to play.
  • If you have less minions in play than your opponent, gain +0/+X equal to the difference.
  • If you have more minions in play than your opponent, gain health equal to the difference.
  • Gain +1/+1 for each card in your hand.
  • Do more damage to minions with Taunt
  • Negate Aura/Steal Aura/Do more damage to minions with Aura
  • Immune to Deathtouch
  • Resist Effect Damage
  • On Ally Death effects
  • On Kill effects (An effect that gives you 1 more mana for the turn might work with this condition.)
  • Effects that require the opponent to have leftover mana, like using their mana to summon a minion.
  • On Ally Summon effects (Requiring specific types of allies to be summoned would probably be the way to go about this.)
  • Effect that "hides" minions by flipping them face-down and shuffling them around during your opponent's next turn, leaving the opponent guessing who they're attacking. While Hidden/When Revealed effects might be something that could go with this. Probably makes sense for these effects to work exclusively for Dark minions.
  • Transform effects
  • During your opponent's next turn, their minions must attack in order of strongest to weakest/weakest to strongest.
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Thank you, I really appreciate this. I'm busy right now, but later next week I will look into this. :)

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Bugs

  • Undeen’s Taunt doesn’t seem to work against Water minions.

    I could not reproduce this. I will add replays to the next update so people can share them when something goes wrong.

  • Elf Archer's Double Strike doesn't work.

    It works, however the issue is that it just doubles the attack damage and there is no feedback. I will reword the ability text and do a special animation for this. And right now it only shows how much damage was done, I think i will change this to show max damage instead.

  • Is it intentional for an Eldritch Hound summoned via Dark Queen to not be able to use its Charge ability?

    No, will be fixed in the next update.

  • Poison does 3 damage per turn instead of 1. Also do you think it might need to have an additional effect or new effect altogether, with Deathtouch just being a better version of it? (Personally I’m thinking lowering an enemy’s attack value would be a better effect.)

    The description was wrong, it does x damage for x turns and it stacks. I plan to make more abilities that synergies with this, add posion to all, double poison etc. The idea was that poison might not kilI instantly, however it would be good at clearing multiple targets over time and be cheaper. I will leave it in for now, when I have added the other abilities I will reevaluate.

    I do however like the idea about decreasing attack, I will create separate abilities for this.

  • The game seems to have controller support, but there don’t seem to be any controls for selecting cards.

    This could potentially take a lot of time to implement correctly, since most people on PC has a mouse I decided to release the prototype first. It will be implemented in the future, if I get a lot of requests I prioritize it up.

  • The Sort by Value option doesn't seem to do anything to the collection.

    Is it not changing the order for you? Value ((attack + health + ability values) / cost) is only visible in the inbuilt editor and is for the most part only useful for designing cards. It will make more sense in the future when I make modding available.


I like your effect ideas, some I have just implemented in my development build. In general I think the game needs more effects and synergies, so that will also be something I will focus on.

Thought I could get an update out this week, unfortunately a lot of things came up. Next week I will be on vacation, the next update will probably come out the week after. 😊

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Here's a video showing Undeen's Taunt in action. It seems I was actually wrong - it's not that her Taunt doesn't work against Water minions, it might actually be that it only works for 1 turn, unlike with other Taunt users where it works indefinitely.


I'll keep an eye on Elf Archer, 'cause I can't help but think his/her "double damage" effect would be more appropriate on a weaker minion, especially considering Elf Archer's power can be boosted by not only Scholar Angel, but also Elf Commander.

My opinion on poison: Your "Poison to all" effect is a good idea for what poison should be in general. Not instant death like Deathtouch but capable of taking out multiple minions over time. I look forward to seeing that in action, though it'd still need to start off doing 1 damage, then stacking more damage with additional poison effects.

I mistook what "Sort By Value" meant. I figured it'd sort the collection in order of mana cost. So all the 0 cost, then 1 cost, 2 cost, etc.

Thanks for getting back to me. I look forward to seeing what you end up coming up with.

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Thanks for the video, this helps a lot. 😁

Please, make a downloadable version for PC.

Done.