u/PapyMoujot

Is my game having a flawed pattern?

Is my game having a flawed pattern?

I have been working on this game for 3 years now, but I'm worried of the core design being actually flawed in several ways.

It's a solo adventure CCG with some unique mechanisms, adding depth, but maybe not so well adjusted.

Here is how the game is played:

- Several campaigns with a linear path (sequence of enemies to beat)

- New cards are received through play, and permanently added to collection

Each enemy encounter plays like this:

- you pick a deck, including 3 heroes and 20 starting cards + 20 archived cards

- resources: you start with 2 crystals (hearthstone-like, used to play items). Your heroes each have 3 skills, that can be magical (water, fire, air, earth) or neutral (explore, combat).

- a hero can play an action card by spending the related skills. Items spend crystals from the team pool.

- each heroes adds a custom quest in your deck, and you can handpick some more if needed.

- Quests are the way to gain more crystals, allowing to unlock more costly cards from the archives. To advance a quest and get the reward, the player must either spend some combination of skills indicated by the card, or hit the quest with an attack. Quests have 2-3 steps each giving rewards immediatly.

- Each turn, discard your hand and draw 5 new cards

A typical game is: land your quests -> play cards/hit monster to advance them -> unlock item -> equip item on hero so they get more skill -> unlock more powerful spells from archives -> win

The trailer illustrates the flow: https://store.steampowered.com/app/4644230/Triad_Elemental_Saga/

I'm worried about:
- many cards to play each turn: might need to chose between advancing quest (ramp) vs optimizing the direct output of your cards (aggro).
- it's pretty complex overall: 3 heroes to manage, each having it's pool of skills that can be used to play cards + crystals shared by the team + items. No minions though.
- there is a good sense of progress each game, but since state is not kept between games, there is no real sense of RPG (like in some roguelites)
- the deckbuilding is hard: need to have a nice item curve, understand what quests to use for the gameplan. Changing a card from the deck also affects the capacity to complete quests, since they depend on its cost.

In short, I feel like there is a lot of cross-dependencies, which I thought was cool initially, but now I'm afraid it's too complex.
I feel like I tried pretty hard to reduce the complexity of this design while not killing the core essence, and I'm wondering if this kind of pattern is flawed.

Note: playtesters that were experimented with TCG did like the game. Newbies to TCG found it overwhelming in majority.

u/PapyMoujot — 9 days ago

Triad: Bored of roguelites, I want my old card games back with some modernity

Feels like every card game released the last few years is a roguelite. I'm not blaming anyone: the loop sells, it works, and I liked playing those.

I just want to collect again, without having to invest $ or taking it too seriously. I want to open a pack and slot the card into a deck I'll still own next week. I want my deck to belong to me for the long run, not restart from scratch and lose my combos.

So I spent three years building Triad.

The closest reference point is Hearthstone Mercenaries, but gameplay is actually pretty unique. Your deck lives in your collection. You take it through a story-driven campaign. It grows during each game, but always resets to base state.

Hand-crafted adventures with hand-crafted stories, no procedural.

Inside a match, the depth comes from three things you're juggling at once.

- Your three heroes equip items that unlock new spell cards mid-fight.

- Quest cards sit on the board and advance every time you spend a matching resource type, so what you cast is also what you're progressing. Cards you can't afford yet hide in Archives and shuffle back the moment your resources catch up: no dead draws

- Prioritize quests (ramp) or enemy damage (aggro)

Four elements, many more playstyles, and possibility to mix them.

Steam page went live yesterday: https://store.steampowered.com/app/4644230/Triad_Elemental_Saga/

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I'm a solo dev: brutally honest feedback is the most useful thing you can give me right now. Be mean ;)

Disclaimer: I used AI for some of the illustrations & cinematic scenes.

u/PapyMoujot — 9 days ago