Card Game Creatures That Act On Their Own

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Published 2024-05-16
Devlog 04

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Script edited by Quinn A.

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All Comments (21)
  • @Justap1g
    i find it so hilarious how the only fight scene is still the bald man versus the pig
  • unpredictable behavior: yawning: prevents movement/attack, but spreads to nearby pieces.
  • @AraikSarkisyan
    10:20 Image playing card and hear from your opponent "oh yeah, my creature now is pregnant! Now I can sacrifice 1/1 baby to activate that spell!"
  • @someoneindeed
    I love that this whole mechanic just came from the wandering bald man wandering (could've just made it card specific but this is more interesting)
  • @jackotherstar
    Having mechanics called flipping and flooping feels like such a card wars idea with how similar they are
  • I think a hilarious unpredictable behaviour is “fart: target farts. This has no effect”
  • @thebrunoo2730
    Mind goblin being banned in mtg and suddently making an appearance in CardWars is so funny
  • @bheowolfe
    The Wandering Bald Guy would, in theory, wander more than other cards. Maybe he has an effect where whenever he would do an Unpredictable Behavior, there's a chance that he would wander instead of doing what is stated on the card.
  • This is a renaming suggestion: replace exhaust with rest. It’s quicker to say and works better in my opinion. Seems small, but it really smoothens gameplay to have a single syllable word to say about things being unable to do things.
  • "I was wrong about something" immediately shows a scene of BMO jumping into the ocean I feel your pain.
  • @henioq1254
    I like the idea that if you get too many coins Dragon comes and lands on them with his own mechanics, it's neatly solves the issue, references Tolkien which is always a plus, and I can imagine it in the show. If anything it's always a idea for a future card idea that punishes afk farming.
  • @EMLtheViewer
    Suggestion regarding generating revenue: Someone else on the previous video mentioned that solitary structures should not generate money by themselves and should require a correctly associated worker to do so (such as a librarian + library). Someone else responded saying that that would make certain buildings far superior to those that cannot produce income due to being workerless (such as a wall). To balance this out, I propose that certain cards have special conditional abilities that can generate money. For instance, an assassin/hitman type card produces x amount of money upon defeating a creature (perhaps requiring the defeated creature to have a certain keyword or tag). Maybe allowing your crops to grow undamaged on your land for y amount of turns and then harvesting them provides extra money as well. This also gives me an idea for how money could be taken away. Let’s say there’s an accountant card that has a chance to reduce the amount of money spent on a transaction, or which produces some other form of low passive income. When the accountant dies, maybe you lose x amount of money due to your kingdom now having to redo their finances because the accountant was the only one who had access to them (or whatever other made-up reason. This is just an example). It would increase gameplay variety and could encourage strategy involving creature placement and offense. Any thoughts on this?
  • @jadenbrooks6115
    I like how this is implemented in slay the spire's board game adaptation. At the beginning of a turn cycle, a single d6 is rolled, and then that d6 affects all actions on the board that call for randomness. Not one roll for action, but if a 3 is rolled, every card and effect and enemy with randomness accepts and uses that same 3 until the beginning of the next turn cycle.
  • @genericcatgirl
    Unpredictable behavior ideas: Mitosis (Monster): Splits into 2 cards, stats halved (rounding up). Effects applied before the split apply to both. Idk how you would represent it with the cards, but it would be pretty funny. Terrible Singing (Simple/Friendly): screams at the top of its lungs, forcing one creature in the same land to leave to an adjacent land (both of your choice) Gig Work (Intelligent): the creature cannot act this turn, but earns 1 money for you instantly
  • I think the idea of behavior cards being added to the deck is so interesting. I’d love to potentially see cards entirely about their own behavior, like they force you to add that specific behavior to your deck so that they get boosted when it comes into play or something along those lines
  • I gotta say, Get Pregnant is the most vile card name I've laid eyes on. I was only half-listening while working and hearing "pregnancy" was like a shotgun blast to the gut.
  • @odistabettor
    Unpredictable behavior idea: Investigate - Next time a creature dies, the affected creature travels to the scene of the crime. Also, inanity could look too much like insanity when read quickly in a small font. Also, really love to see this coming along so well. It's clear you're putting a lot of time and thought and effort into this and it appears to be paying off.
  • @zuzu6470
    YES YES YES YES YES MORE CARD WARSSSSS