This series is adiciting ngl. It has brought out so many hidden skills from a lot of hidden htcg card makers and is inspiring so many people to come out of hiding to create their own take at a tcg. So thank you for this series because it's influencing and inspiring the whole community! ❤
Same, gor me the problem was idk hoe to actually make it real, and i just gave up because i felt like i was chasing the impossible, but noe i started a new tcg(which is smaller and easier to take on) and im gonna be done pretty soon
Also I am glad your listening to your audience on a lot of the feedback, but I am also glad you are making this game with your mindset in mind too, that is very important if you are happy with your game too.
potential video ideas i wouldn't mind seeing for this series would be something related to the lore of how the evolvers were made. also it would be nice if you had a video where you made the playing field. but that's just an idea.
I'm really liking the progression, I think the elements make for a solid addition and work well with theming art and card effects as you mentioned. I also really like the frame you chose to print here, but personally feel like it would be great if you went for the frame that used your favourite parts from all the other frame designs, as that makes use of all the features you personally like about each one I can't wait for a public playtest of this game, it's looking sick!
Thanks!! Yeah the template grew on me as my playtest went on actually! Still gonna work on it a bit more and defo add some textures and depth but thanks for the feedback!!
I think a really cool concept for effect cost in the game would be the ability to minus your roll. For example, a card can say "Give your roll -3 and double this card's power." Essentially you would be spending your roll like a cost and if you don't have anything high to play on a 6 roll, you could still make use of your high roll with a card effect. Loving this series so far, keep it up!
I really liked the second card template, i know you said you wanted to stick to numbers, but the pips looked really clean and different from other cards.
Aguatomic Abomination is the coolest are I have seen in quite some time. Glad he does not have a trickey background like some chaos beasts did. I appreciate the simple background so its art is well showcased. Overall great vid dude! Your work is very inspiring.
Very fun, I prefer the water deck. I think that there should be a fire, water, air, and light element, maybe dark? Would love if aubade commander and pelfam are added.
Feels illegal being this early! Im also working on my own card game and ive watched you for years now and been a huge fan of your videos and #Zac/Zach squad
@@LightningAdrian I mean that would be the coolest thing ever! Although I spend all my spare time making the actual game so u wouldn’t have time to work on it!
@@RebeccaRichey-z1nthanks! that’s a good idea I think - don’t want people to be using powerful stage 1 Evolvers all game, although it would be annoying to keep track of 3 times a game so I’d have to find a way to keep count intuitively
@@ChaosGalaxyTCG Perhaps they can have a pool(pun intended) so, for example, they start the game with 4 "points" which you can showcase with a die- and can OPT spend any number of points to add that level water to hand in place of drawing so 2 level 2s etc. And If the evolver dies the remaining points is lost.
Hi I have been watching ChaosGalaxyTCG for a few years now and love your vids and I have decide to get into the craft of TCG making myself. While I was watching this Vid I came up with an idea for My own TCG.😃 Notes: Creatures are created from combining cards. Cards are body parts. They can act as separate beings or one. Only Bodies Have Abilities. Without Eyes you can’t choose what you attack. Movement Parts(legs or wings etc) to take attacks for other allies. Arms Allow you to hold tools. Extra limbs. Only one of each bodypart. Win by taking out the opponent's G(God). Built creatures play like items from lorecana tcg Tools are played onto creations to buff them or give extra abilities. (only one per creature)
@@NovoSyph this sounds like a very cool concept! You’d really have to play around with the card types to get the right balance and make the game consistent enough but I really love the narrative!
i think the steal token could be a problem just because unlike any other game object it is a physical shared object which is just not the best idea for a pvp card game. not nesicarily a set in stone problem, but it could be one
You could have some of the evolver stage abilities better than others intentionally in the same revolver and make archetypes in clever ways. For agro, an early stage one or two ability is the strongest; in the midrange, it's a stage 3 ability; for control or ramp, make it 4 or five. You could also break the latter two in interesting ways by players intentionally losing revolvers to get to strong abilities faster. Ultimately, though, it would incentivize what stage of the game a certain revolver likes to win the game at.
I feel like adding background designs for your Cards just like your old Little Doods TCG would add more life to it, and make the characters look more fancy, just a small Idea to make your cards and characters more unique and cool.
How many cards would you suggest for a starter set? Also I have 3 factions for the current iteration of my project, how many unique abilities would be good for each faction for a first set?
@@Intro2Love I’d recommend 80-100 cards in a first set - absolute minimum 60 as duplicates become a problem, any more then cards you’ve put hard work into get lost amongst the stronger ones
1. Im still kinda iffy on the dice idea, cause it makes it feel like monopoly where you just try to get 6s and not a tcg. I suggested an idea last video idk if you saw it (tldr: players have cards which act as currency, if they have enough, then they can buy an protecter or effector and maybe some effectors could act as currency). 2. While elements seem cool, I feel they are just a bit repetitive because every tcg uses them. They also limit your deck bcause from what I am understanding is that each deck can only use 1 element, which means if you want to use certain cards of different elements, you can't. 3. I'd say limit the abilities cause it makes me feel powercreep and not every protecter needs an ability.
@@thebrowniecokegamer thanks for the tips! I am enjoying the dice idea more now and with things like the steal token and abilities to change dice rolls it definitely doesn’t feel like a luck based board game to me! But this is something I’m going to keep on top of and stay very aware of. I agree with your take on elements, going to try and have a think on something more creative! I also agree on not every card needing an ability - from playtesting the non-ability creatures have been very useful - the higher stats as a trade off really seem to make a difference in these games!
Make cards that use the steel token as a resource. by paying the steel token as a resource, you can play powerful effects at the cost for your right to steel.
The sleeving from top is good when you double sleeve. I always thought your way is counterintuitive - the gravity is pushing card down so it slips down.
Hey I started watching your series, I totally support you, I hope you have more of a underlying structure for what you want to achieve, I feel like when I'm watching its not clear what you want. And most of the time I'm watching play-test which is fun but to what goal? A mechanic that might no be integrated or used.
@@benyere hey! Thanks for watching, That’s a fair point - to be honest I’m not sure what my end goal is right now, but that’s definitely something I’ll look to nail down in the next few episodes, that should give you guys a good idea of what youre watching towards and hopefully make the series more engaging, thanks!
When you said elements/factions, my immediate thought was using the evolvers to dictate the elements/factions/types you can use in your deck. Evolvers can use more elements at the cost of lower stats or weaker powers and less card synergy. For example, if Bomba is one of your strongest Evolvers, you can only use rock and generic element protectors, and if Kranpole is supposed to be weaker, you can use generic, rock and water.
Btw you've probably been told this but the world turtle card you used as an example magic card is not a real magic card, it's some fan made card. There isn't a world turtle card in magic unless I am forgetting one.
@@hank1302 oh no way! I’m not super familiar with the mtg card pool tbh- they’re missing a trick though, don’t they know all the cool TCGs have a world on a turtle in??
@@ChaosGalaxyTCG I mean it has a lot of turtles with a bit of terrain and building looking stuff on them. I just can't find one where it really has that world turtle vibe. IDK, I could also just be forgetting one.
You could add in support cards that you can only use/play once per turn. Stuff like search your deck for either 2 or 1 protectors equal to your dice roll. Another idea is to have cards that can make your opponent re roll as like a once per turn or something like that, or some protectors that have an effect you can use once on your turn to like pay some point to draw cards.
Hello. I am really interested in this card game and I am excited to play it when it comes out. I was wondering when it will be out and where I can get it. I also want to make a protector request. A rhino protector. Maybe the drill rhino. Rhinos are my favorite animal. Hope it goes well
@@ChaosGalaxyTCG this episode was amazing though! Also it made me realize that all important info is on the right side of my cards in my card game(even though Im right handed lol)
Something I think that may add a lot of depth to the game is the cards you play total up to your dice roll. That way if you roll super high, you could either play a powerful protector or a handful of smaller ones to make your board wider.
If the protector limit is 2 per turn, I'm wondering if that could make playing mostly medium level protectors in a deck have an advantage over playing mostly high or low level ones. It seems to me as though there are many situations in card/board games where playing more of something is better than playing less, even if the fewer creatures have better abilities. This is all just speculation of course, but its just a thought i had. On the other hand, if you got rid of the limit altogether, that could make low level creature decks too good, especially with the natural tendency to make solid lower level cards in any game.
I have a few rule questions about the game: 1. How many copies per card are you allowed to have in your deck? 2. Are you allowed to have protectors of multiple elements in one deck or is it restricted to the evolvers element?
Do you have any tips to make the cards Currently I make them very efficiently and I need to pump out a lot Like to use like card stock or just Basic paper For my own card game
Maybe u should add something similar to the use the dice power to draw a card but instead you could discard cards to get more power though it may be a problem for the first turn
Sometimes the music sound is very loud compared to your voice during the playtest. Actual game play feedback, my suggestion is to keep dice and coin flips consistent such that high values are good, and heads is good ( pokemon does this pretty well ). So instead of 1-4 doing the thing I would switch it to like 3+, which has the same probability but keeps it such that high rolls are good. Maybe even limiting the cards to just 2 options, such as do A or B, do A or nothing. Having 3 options might be too complex for the average card. ( looking at you yugioh ) Maybe instead of 6 to draw a card its your protector level such that early game you can be less hand locked. But you are limited to just one extra card per turn. Did you ever consider/playtest allowing extra dice rolls to carry over? Or maybe just one to carry over. An example would be protector+2, dice+4, for 6, you use 5 to play a card, next turn you get +1? To prevent one side from getting massive advantages on 6vs1 rolls, maybe adding a reroll token that you add if the opponent rolls a 6. Or if you roll a 1, you can re-roll next turn? Writing a program that tries to average out or compares good rolls, bad rolls and average rolls over the course of the game to figure out how big of an impact RNG has on the game might help align different design elements. Granted you wouldn't want to make it too complicated for the sake of reducing RNG variance either.
Yo your an inspiration Chaos I have I question for you or anyone else who see this Im stating a TCG of my own but I’m having problems picking a theme. I’m have 4 options 1. A sci if world field with strange creatures. 2. A world with 6 planets each with their own unique characteristics. This one is based on Chaos galaxy TCG. 3. There are many empires in a never ending war. Which should be my theme.
I have a question, does the game have a name yet? I feel like it's getting to a point where nailing down early drafts at least can really help lock down the game's identity which can help reflect which mechanics you might want to cut or keep from this play test? Like if you pick mechanics to keep it more casual player friendly, not very intense, a name like "Mega Apocalypse War TCG" or something tonally doesn't fit compared to something a bit softer? Maybe you already have that planned into your design process and know you want to think on it later, but it feels like the time I would expect the topic of name to come up if I were working on it personally and as a result it makes it harder to keep track as a view, again personally. I suppose there isn't a wrong answer as to when to do it though so whenever you think best really.
Just my 2 cents, but generic type support early in the game usually affects card-effect creativity in the long run. e.g. "add a water from deck to hand" instantly removes all options for potential archetypal searchers, so you can add it, but it should be at high cost as it is a strong effect and will only get stronger as more cards come out.
I dont know if I like the dice steak mechanic, it feels like you would only ever steal a 6, so rolling a 6 yourself means you almost know that whatever you play is gonna get blown out by your opponent
I think the steal token is a good idea but could be adjusted. I think in the late game if someone is in a winning position the other one cant really risk it to use the ability or if they got it earlier they just can sit on it.
Maybe its just my autistic brain and the way I like doing things but it bothers me having so many cards with no names lol, I like to fully do the creative process first naming everything, having some mechanics down (stealing from other bigger games because nobody will ever know if you never go public lol, they're renamed anyway), even maybe some basic art even if you just use stock images, then again my games are existing IPs I think could have a TCG so I use stock art I find on google images or that IP's website or something and then just copy/paste it into whatever I'm using to design the cards, makes playtesting more visually pleasing than just blank pieces of paper with some words on them
I think the best template would be number 1, its the most unique and recognizable one out of all of them, the others look too basic and boring in my opinion
Man I don’t like that you talk bad about yourself. And the way you say nerd makes it seem like you think that’s a negative thing too. Don’t like to be negative in the comments but people come here to support you my dude. You need to think better of yourself.