A forum for users of LackeyCCG
Started by axman, January 12, 2010, 11:39:33 PM
Quote from: sneaselx on January 13, 2010, 09:25:37 PM~The song is kind of... corny. It's catchy, but not in the "this is a good song I can't stop humming" way. More like the "why can't I get this song out of my head, it's so annoying!" kind of way. Maybe that's a good thing, maybe not. Maybe it'll be a good sales gimmick.
Quote from: sneaselx on January 13, 2010, 09:25:37 PM~The number of card types is... large. Maybe collapse them into ways that are more obvious. Exmp. Auras and Upgrades are the same card, just a different resource symbol. The symbol is enough to mark what resource to use. And barracks and buildings are the same thing as well. Just a simple effect wording should be enough to say that it can't be built on neutral or enemy territory. Card types should be only specified if they are handled by the rules significantly differently. Usually, a card effect is enough.
Quote from: sneaselx on January 13, 2010, 09:25:37 PM~The attack/defense symbols have a faint green dotted outline thing. Is that on purpose? It makes it kind of look like they were cut out of another image inexactly, and pasted in. Symbols should be clearly contrasted from the background, and text against the image should be large and easy to read. I really like having the image take up the entire card.
Quote from: sneaselx on January 13, 2010, 09:25:37 PM~That brings me to another point... It is a REALLY bad idea to have people punch holes in their cards. They'll lose value, get torn up, get the tiles lost, etc. And you lose part of a nice picture. Maybe have separate high-quality tiles(wood, plastic, or best, metal.) You could then market special "tile cases", and adds a little bit of fanciness to the game. Tiles could even be offered in several types (cardboard for commons, plastic for rares, metal for ultra rares, and fancy engraved teak for ultra-ultra rare.)
Quote from: sneaselx on January 13, 2010, 09:25:37 PM~Action points, strength, and range are important. They should not just be a cryptic series of numbers in the corner, even if the rulebook does point them out.
Quote from: sneaselx on January 13, 2010, 09:25:37 PM~I don't really understand the leadership phase, is the blue/green/white parts the territory your talking about? I assume you can only have one tile per hex.
Quote from: sneaselx on January 13, 2010, 09:25:37 PM~And being able to repair armor is nice. It differentiates between armor and life. However, paying the cost of the unit is a little extreme. You might as well just summon a new one. Maybe half price?
Quote from: europeanmatt on January 14, 2010, 04:59:03 AMmm. wasn't sure about the name Adsulto until I looked it up - means "I attack" or somthing like that in latin, right? Cool. also it is an anagram of "do a slut". the rules seem pretty solid, though I would advise getting the pdf jazzed up a bit with more illustrations and use of colour, so that they look like one of those glossy inserts you get in starter decks for some CCGs.the theme song is BAD, and I don't mean badass. Sorry to be critical, but have to be honest with this one, the voice doesn't suit the lyrics or style of music, the accompanying synth sounds very cheap, and the way it just plays the same notes and tempo as the vocal part just grinds. It's anti-harmony and quite cheesy. But I have to applaud you for giving it a shot and being ballsy by putting it out there.
Quote from: aardvark on January 14, 2010, 09:26:54 PMHeh, made me think pogs.The manual is pretty good, fix a few typos and such. Honestly, Buffing step isn't that bad, nothing so obvious 'course, instead maybe Buff Phase? Dunno.Oh, and by the power of positive thinking I command you to change "...and with luck, will become one of the biggest." to "and with time, will become one of the biggest."I'm gonna hafta agree and say that the thought of punching a hole in a card does not appeal to me a'tall. 'Less I'm trying to make something out of it. Couldn't you just include a pog tile for each card in the pack? Though that would be a bit bulky depending on their construction...I second the change to repair.I have to respectfully disagree with the previous posts concerning the numbers. I don't see anything wrong with the way that you initially had made the layout. I don't much care for the numbers being clustered together down in the center, if I glance down quickly to check my movement cost I might glance at something else. A little thing, imo, but I think stats are better kept to 2-3 a set. Or instead change the background color for each stat. AGoT uses red, green and blue for its 3 stats. Easy to see, save for color blindness.Perhaps make the health and armor icons smaller and place those in the upper left where the other stats used to be and line the others down across the bottom?
Quote from: aardvark on January 14, 2010, 11:19:51 PMI think we're getting somewhere. It looks cleaner, though I still think that a different shade might be better for at least the first two numbers, if not the entire row. There's something about the numbers though that still needs some sort of distinction. A little tweak, nothing major methinks.If you wanna keep the two separate then my suggestion would be to have the card cost inside the name plate, at the left most side, perhaps?Or, since you only tell the player to use "something to keep track of resource and damage." it could just as easily be done with pen and paper or different color counters of some sort. On the other hand, going commercial with this you could market health, armor and resource tokens as accessories. Just a thought.