I'm so upset that there's no easily-consumable Universus content. I'd love to see gameplay that's as informative and responsive as YuGiOh or MtG, but instead I'm watching a bunch of Deck Profiles because that's easier to understand.
I'm so upset that there's no easily-consumable Universus content. I'd love to see gameplay that's as informative and responsive as YuGiOh or MtG, but instead I'm watching a bunch of Deck Profiles because that's easier to understand.
I have no idea what happened, but I just popped off tonight and started writing post after post about Card Game Design and ideas for Potential Card Games. My creative juices must have been FLOWING tonight.
Why has nobody though of making a Digital Card Game (Duel Links, Hearthstone, MtG Arena, etc.) where the whole focus of the game is making a small deck of cards, teaming up with friends, and working together to defeat a Raid Boss of sorts. Like, it'd be a mix of D&D (Teamwork & Luck), Roguelites (Slay the Spire), Card Games (obviously...) and MMORPGs (Where y'all team up to fight a big boss). It's just such a good idea, I have no idea why nobody's thought of it yet.
So I'm working on a TCG engine right now, and the fundamental idea is this:
You're an Onmyoji, a Shinto Priest who wanders the land purifying cursed spirits. To this end, you combat these dark spirits with Shikigami: Spirit beasts who protect you and help defeat evil and darkness by your side.
It's a Pokemon-Alike TCG with a heavy basis on Eastern Mythology and Japanese Folklore. It's got an Any-Card-as-Resource system where every Shikigami/Monster you have has an "Essense" value at the bottom. By placing a monster under another monster upside-down, that top monster is able to pay for attacks. This is meant to be a mixture of Pokemon's Base Set Era and the Diamond and Pearl Era, where there's a mixture of Big Basics (There's no evolution in this game), and Attack/Option Boosting cards.
Now, my main problems here are:
These issues that I bring up lead me to the title of this post: How deep should my Aesthetics be? Or in other words: Should the aesthetics of the game overpower Gameplay? I can't tell if these are real problems, or if I'm overthinking things.