u/Squire-of-Singleton

Image 1 — Just use your art, not AI. Stop using AI for your images, even in prototypes
Image 2 — Just use your art, not AI. Stop using AI for your images, even in prototypes
Image 3 — Just use your art, not AI. Stop using AI for your images, even in prototypes
Image 4 — Just use your art, not AI. Stop using AI for your images, even in prototypes
Image 5 — Just use your art, not AI. Stop using AI for your images, even in prototypes
Image 6 — Just use your art, not AI. Stop using AI for your images, even in prototypes
Image 7 — Just use your art, not AI. Stop using AI for your images, even in prototypes

Just use your art, not AI. Stop using AI for your images, even in prototypes

All of thses are drawn on my phone with HiPaint for a smaller game on the side. All yhe assets are made there. Its on android. The app was 5 dollars. I use a stylus I get in a pack of 3 for 5 dollars on amazon. Just use your own art or even just sketches. So many people say they have sketches they use as reference for AI, just use those sketches. Stop using Ai

u/Squire-of-Singleton — 1 day ago

Only been playing for a month but really enjoying the experience. I mostly play games in a casual or multiplayer setting. 3 players has been a lot of fun, we are gonna try 2 headed dragon as well

Ive been trying to think of ways to help keep it interesting in balanced. Would like to get some input on ideas.

Disclaimer: I am not trying to change the core game or tell others how to play. I am trying to come up with ideas for a casual pod to keep the game fun and casual and fresh

  1. To keep the game from becoming all the ebst cards, maybe a limit on the number of different Uniques in a deck? Its impossible to adjust perfectly for power in a game but I feel like only allowing for so many different uniques helps with keeping what the game wants. Ive seen a lot of deck lists online where over half the deck is just all the best uniques in those colors

  2. Looking for fun patterns of playmat layouts/grids for 3 to 4 players. With 3 players we used 24 tiles in a T shape. It kept the map small enough no one could easily run and hide and it made for Site zones to become quickly snatched up real-estate

  3. Been thinking about smash Brothers and the items. Maybe having some areas with facedown items. Some things could be really strong like "sword and shield" while others could be a trap like "Crave Golem"

  4. Looking at ways to have NPC characters, similar to Crave Golem, to make a players versus environment mode. Like the old Garruk planeswalker in mtg in 2015 that players could fight.

The grid system has opened up a massive world of possibilities. I dont want to take away from competetive 1v1, I think its a must for a game. I also dont want the creators of Sorcery to go the way of Magic and hyper focus on multiplayer. I just want to get feedback on some fun ideas for casual and multiplayer to encourage more games with multiple opponents

Im a long time commander player but I really enjoy the avenues Sorcery creates. Especially how interactive it makes you with the other players. I feel far more engaged during the entire round because I need to watch the grid, unlike commander where its easy to sit and wait while someone tracks all of their triggers.

I think the grid system and Sprcery as a whole works even better than magic does as a multiplayer card game and id like to elan into that to provide more opportunities for casual play

Thanks again for any input!

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u/Squire-of-Singleton — 2 months ago