https://www.twitch.tv/videos/2292515959
First time trying this out. First off random notes:
- Mana symbol on cards looks way different from mana symbol you have on the game table
- The symbol on the upper right side of cards is unclear. I guess it’s the rarity, but then it needn’t be so prominent, as it has no meaning in game-play, or?
- Flavour text talks about "delve deeper" yet on the map you keep going up, not down
- Shop says "Owned: 2" on cards instead of "New Variant"
- Card variants seem to have nothing in common except the artwork and the "color" (color doesn’t even seem to matter at all)
- Cards with multiple effects may not be prompting clearly enough about which effect you are targeting. For a "nuke 1 / buff 1" effect I kept clicking on the same enemy creature for both, because I was not sure my first click had gotten registered.
- Generally the level of polish is quite high, I mean, UI looks kinda like slop, but at least it’s very functional slop and has good sound and visual effects for clicks and so on. Tutorialization is also well integrated and feels professional.
My subjective take on this game design. CCG are inherently fun. Even without any rogue aspect, deck building is about mixing and matching the cards that you have available to create a machine that will surprise even yourself at times with its chance interactions. This aspect works well in Card Artisan just like in other CCG. But there’s some aspects that make it kinda worse.
Crafting is not very interesting. Finding cards at merchants and so on is way more exciting than deterministically creating puny effects (mostly the cost to make a good card seems immensely high) on custom cards. Also the wide range of available effects makes it kinda … boring and overwhelming at once. As Mark Rosewater preaches, restrictions breed creativity. I think a card crafting system can be cool, but it needs a more limited range of choices imho. It could work like you find a "diamond quality" effect for card drawing. That would be "draw 4"; where bronze quality would be "draw 1". And then you combine that effect with a trigger. Bronze quality trigger would be harder to satisfy, e.g. "whenever your opponent destroys one of your creatures with an effect". And diamond quality would be very regular like just "at the start of each turn". Just as an example. This would give me the roguelite excitement about finding high quality "pieces" that I can combine with other pieces to create insane effects. With the current system, I see myself just crafting the same "meh" cards every run, and I’m not very excited for that.
The encounters. This is a fundamental problem in this type of "serial 1v1" roguelite type of game. You so easily lose by just running up against a build that "counters" yours. One Armed Bandit e.g. had the same issue. The Bazaar (which is multiplayer, admittedly) tries to solve it by giving you some amount of lives >1. In games that are more focused on execution, you can always learn to play against your counters, or you can run away from them. In deck builders it’s just frustrating. Idk how the big entries (StS and so on) solve it, I haven’t played them. Maybe the genre just isn’t for me.
Ah ye, a few words on the actual game rules. It feels like a watered down MtG that removes some checks and balances without adding anything interesting. I think it’s curious to implement Magic’s interrupt-system in a PvE game of all things. That system is mostly about enabling player interaction at all times, avoiding the situation of one side sitting back and being bored. That’s not a problem in PvE. And there are some cool designs (Lorcana, the old WH CCGs) that split up MtG’s system in a way that players are taking turns without interrupting each other, but still have high interaction. I would love to play such a thing on the computer.
K, hope some of this is useful to you.