

Looking for feedback on my card frame
Been working on a card game for a bit recently. Just started play testing but designed up a few cards over a couple days to get a feel for how i wanted to format stuff. Any feedback?


Been working on a card game for a bit recently. Just started play testing but designed up a few cards over a couple days to get a feel for how i wanted to format stuff. Any feedback?
I'm making a TCG and while about 80% of the game is just a highlight of my favorite mechanics from like 8 different TCG's i've played over the years, I'm trying to think of the 'win condition' a bit and decide how much I want a player who is getting behind to be able to get back into the game by getting some rewards.
I've noticed quite a bit of hate for the 'shield trigger' mechanic as i've dived into more duel master style clones over the last few years. In general, the mechanic seems to cause massive swings when it happens and if you don't get the free upside sometimes you just lose. It almost feels like mario party at times.
Curious what different people here think of such strong 'comeback' mechanics in their games? I'm generally leaning towards the idea of something more akin to the Bandai games where you get card advantage potentially but no effect. However, FFTCG isn't terrible either where you get effects but none of the effects are quite as swingy as like duel masters itself where you might kill a creature AND get a body getting a 2:1 and tempo swing.
So Yellow Gogeta on the front is Son Goku/Vegeta. So when it is frontside Kamehameha from the starter deck should definitely work. If it gets flipped to the awakened side does Kamehameha no longer work and give double strike?