u/MinotaurCandy

Image 1 — Which Design is Better for my TCG cards?
Image 2 — Which Design is Better for my TCG cards?

Which Design is Better for my TCG cards?

I am making a TCG and have been playing around with some UI design (I am doing all of the work myself in every aspect on this card game, no AI or commission work) and I specifically would like some feedback on the preference between how the damage dealt from attacks is displayed on the cards.

The attack is the little guy in a fighting stance emblem above the "MeleeMon Trait", the number in the black circle next to it is how much "Stamina" it costs to perform and the number in the same bubble all the way on the right side is the damage that move deals to the targeted opponent (targets can vary depending on the individual MeleeMon's Range and Target Quantity).

I originally had the text for damage in Black because it just looked pretty clean, but recently played around with making it a Heavy Bold Red instead (which also visually coincides with the Range and Target icon colors, making it intuitive that the damage is directly related to them), but I am unsure as I have had it in black for so long, it would mean I have to change the font on about 80 cards, which is fine, but I figured I'd get some outside opinions if offered.

Any thoughts would be helpful and appreciated!

u/MinotaurCandy — 2 days ago

Looking for Advice For My Card Game

So I have been working on my Trading Card Game; MeleeMon, for a while now and would be interested in feedback on this "Beta" version of it. I know this is a Board Game Design sub, but it has more traffic than TCG ones and I was suggested to post here in a previous post. My TCG field is a bit more rigid like a board game anyway.

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-I've attached photos of my current test version of the game in play, a promotional test image for Kickstarter products, and some test cards I had made for an early version that is now out of date. (I have done every aspect of graphic and game design myself.)

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Synop: It's a sort of Pokemon/MTG/YuGiOh mix (I know that sounds generic, but those are just base inspirations for me to compare to)

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Thematically: It is very much like Pokemon in theme, in the sense that it is a monster-collecting, team based battling game, but rather than elemental theming for the creatures, I am designing them with different martial arts/melee "Styles" as the Types (9 Styles in total, with no RPS mechanic). It differs from Pokemon vastly, however, when it comes to gameplay.

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Mechanically: Each player has a resource of 20 Stamina points that resets at the start of each turn. Every action costs Stamina. Each MeleeMon card has HP, Rank, movement cost, attack cost, abilities, and a RankUp! (Evolution) Cost. There are a couple of other card types and each player has a total of 6 life points (Team Points) that are spent when one of your MeleeMon is defeated.

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The field is rigidly composed of 6 Lanes containing 2 rows (top row for MeleeMon, bottom row for Equipment)

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I plan to produce booster packs, but am a little overwhelmed with whether or not I should pack the boosters myself or have the manufacturer do the randomization services for me.

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Any advice would be useful for things like tips when finding a manufacturer, profit percentage goals, Kickstarter campaign tips, or generally any advice that comes to mind when thinking of starting a new game.

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If you have more questions about my game, feel free to ask or critique. I have begun slow rolling my social media campaigns to build hype for the world, lore, and characters, while I finish the balancing and budgeting

u/MinotaurCandy — 14 days ago

Is this the place to talk about my TCG design?

I'm new to the sub and was wondering if this would be the proper channel to discuss my TCG I've been working on for a few years? It's getting ready for crowdfunding later this year. It has some mechanics that are a bit board game-y.

reddit.com
u/MinotaurCandy — 15 days ago