I’m working on a card game where you go around and challenge characters to a game of cards.
You should absolutely be able to fish and have pets. What else?
Probable release date: 2095, but just in case…
- Painted ledges for climbing
- Compass in open world games
- Crafting
- punching trees/gathering twigs to creste basic tools. (Seriously, so many survival games start like this)
- random stealth section for no reason, and it you get caught it’s game over.
- Title that the first 2 words start with A and C.
- Title that usually has some variant of “Remaster”, “GOTY”, or “Next-Gen”
- For card games, mana system because so many card games have this for some reason.
- party members who usually use inefficient moves against an enemy.
- hunger system where you need to eat 3 whole turkeys to get your hunger back up to 100% after losing 75% from sleeping 5 hours.
- Day/night cycle with sleep that just drains your hunger/thirst stat, but raises your HP to max.
I could go on, but this list is long enough. Ironically, only 1 thing on this list relates to card games.
bugs so bad they make the game unplayable at launch, can’t forget that one.
Pause menus and any game menus shouldn’t be closed by Any loading or screen transitions. Like how destiny lets you be in your inventory or map/other menus while you load into matches in the background
I think that’s probably a scale thing that my 2D card game can probably handle. If you recall D1 used to kick you out of menus and d2 did I think until Forsaken DLC.
I think a UX thing is I want to group or clearly label settings that require a game reset.
Useless loading screen tips
Loading screen mini games (if that patent has already expired)
Barrels!
red ones for sure
Treasure behind waterfall
A platform section for no reason whatsoever even though your game engine is not designed for it and it sucks all the fun out of the game for about 5 minutes of dying to get past 15 seconds of actual game.
“Quirky” loading info. Initializing graphics. Booting level. Rendering shaders. Kicking the dog up the arse.
Retrictulating pylons
Lockpicking and pickpocketing.
Double jump.
If it’s the early 2000s driving elements.
oh I am genuinely excited about how I put that into a card game.
Besides the other comment about Yu-gi-oh, there’s even This from the major card game franchise.
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First aid kit.
Some time of variant movement speed. Analog movement, Walk/run toggle, some type of dash/roll/slide etc. There needs to be something or I am slightly angry the whole time.
what if it doesn’t make you go faster but just adds SPEED EFFECTS
Character customization including eyecolor and jaw shape.
You already included card battling, covered there…
The word “roguelike” in the description (actual roguelike mechanics should not be included if you do this) (alternately, “souls-like”).
haha, they are going to be FF tactics / Balders Gate 1&2 style avatars but I’m sure I can put some sliders in.
Make sure you can choose between male and female to get some free promo from the “everything is woke now” crowd.
Part of my idea is that you build your character from your choices - which are tied to cards. I couldn’t work out a good way to get of gendered cards (King/Queen) so I figured maybe you could choose gendered influence over your characters using the semiotics of the cards.
On the other hand - everything could be a slider, or even better, a wheel.
That actually sounds pretty cool
Not being able to kill children (while being able to kill virtually anyone else at any time) has been a Bethesda thing that’s made its way into other games either as a real mechanic or as a bit of a joke.
oh I remember the bugged quest for the Richard Nixon doll in Fallout 2 when I was a kid, because they made all the children invisible.







