So, here's a fun story for ya'll. I love going onto roblox and finding bad games, because they make good little case studies and puzzles to critique game design.
So I got good at a bad card game on roblox. All of a sudden, I was essentially given it. I've been in charge of balancing this entire game for six months now, and I'd like outside eyes to see if I'm (somewhat) competent at it.
So, I now present to you all:
Blox Cards. Feel free to perform any amount of laughing, critiquing, and mocking.
Whatever you do, don't click the tutorial. My name is Myrmiredon; I'll hook you up with what you need if you stain your computer with a roblox account.
Basic Hodge-podged documentation hereSome rules:
At the end of your turns, fighters generate icons. Fighters = pillars, in a sense. Some fighters generate no icons. Some fighters generate more icons.
You gain 2 white icons per turn. You can think of white icons as neutral mana.
You can discard cards from your hand to generate icons. You have a maximum hand size of 10, and going over this limit causes cards you draw to get grinded.
Rarity, for reasons beyond my control, determines copies. Common = 4 copies, Uncommon = 3 copies, Rare = 2 copies, epic/legendary = 1 copy, token = 0 copies. Many attempts have been made to make sure that legendaries are not better than commons.
Bowl of Greed OP please give me enough reason to nerf it
Blue is like black/blue in MTG, Red is like black/green in MTG, Green is like white/blue in MTG, and yellow is like monored in MTG.
Blue is like water/time/entropy in Elements, Green is like light/gravity/earth, Red is like fire/death/darkness, yellow is like life/air/aether.
Any problem with the game is always (((Teaism's))) fault