Hi nerds. I want to design a website with a small card game (like Yugi oh or Magic or that kind of shit) but the thing is has to: * Have a fixed set of cards (that is no custom cards) * Games should end in a range of 10 - 20 turns mostly. Since you are nerds and expert on this kind of shit and enjoy the autism of designing things, i wonder if you could kindly help me.
UwU
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Anonymous2018-05-07 15:49
game my anus
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Anonymous2018-05-07 15:51
I have an idea for a very simple Touhou inspired card game, but I won't tell you, because I plan on implementing it myself. Enjoy being a loser, schmo.
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Anonymous2018-05-07 15:53
I have a better idea for a game, it's called spell of hamstry and it's an isometric old school rpg where you kill hamsters
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Anonymous2018-05-07 15:54
>>1 There is a potential for adult card game, with sex moves from kamasutra or urban dictionary. >tfw never been tried
>>5 I'm almost certain someone made a card game based on tentacle hentai once, as I recall someone complaining regarding the inclusion of "snuff" cards in the deck.
>>10 What matter is the RULES, nerds. The drawings come later. In can be cats, zombie hamsters, of anime girls. After you have the rules set, anything can go in the cards.
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Anonymous2018-05-08 1:09
Two-player or vs Ai? pokemon has fairly simple mechanics
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Anonymous2018-05-08 1:41
two player i guess.
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Anonymous2018-05-08 1:44
>>11 OK, here's a rule for you, to play the winning card you must shove said card into your ass.
Actually, setting could help defining a rule set. A game with super mario rules set in World War II times would look silly (Stalin destroying bricks with his head), while an FPS like Wolfenstein looks okay. I.e. if you pick WWII setting you won't be thinking about designing super mario, but would go straight into designing wolfenstein, some wargame or economic sim (Sim Auschwitz or Sim Gulag).
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Anonymous2018-05-08 2:01
>>15 And a zombie game usually implies hordes of brainless enemies, so it would be natural for such game to use large numbers: one zombie can be destroyed with a shotgun, while large horde can only be avoided.
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Anonymous2018-05-08 2:37
>>15 I'm sure comrade Stalin could easily break bricks with any part of his glorious body, and never look silly while doing it
>>20 Churchill controls the NKVD? What? Make your're fucking game
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Anonymous2018-05-08 20:21
* Games should end in a range of 10 - 20 turns mostly.
Too early. 40-80 is more like it.
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Anonymous2018-05-08 22:07
Have you finished your game yet?
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🎩2018-05-09 6:06
I have the perfect idea
You are a pimp and you have to send your bitches, turn by turn, to a number of clients. Like xcom but xwhore. Besides handling your bitches and send them to get customers, you have to beat and chase some customers that hit your ladies or dont want to pay.
All turn based. Two teams, and a bunch of random customers. Bitches can fight against other bitches on command for a customer. But they can not fight against man, just between them.
I might consider terrain control but that would make the game eternal. Just one street and random horny guys and your bitches.
Randomly you will be warned and in two more turns police appears and might arrest some of your dear whores.
There is a wear down/roastifying mechanic for the most busy whores. So you might want to keep yout prettier for the wealthiest pigs.
The winner is whoever makes more money. Capitalism in all its glory!
btw >>30 is already pretty much playable in a browser with a javascript console Needs more strategy in the stat allocation or elsewhere var p1 = getcard(2); //0-4 var p2 = getcard(1);
var turn = battlecards(p1, p2);
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Anonymous2018-05-12 3:07
Maybe give each 'card' just a single value like 2-10+, with suits being stats hearts - health, diamonds - defence, clubs - attack, spades - jing?