So hello, and welcome to Amazia, our new digital card game in development. This post will serve as an introduction to the game, explaining a few of the game’s core systems, the design’s philosophy, and some of our goals.
So it’s another card game huh?
Yes, it’s a digital card game, and yes there’s quite a lot of us now. Amazia follows the basic premise of most CCGs; you build a deck of cards from those you own, face off against someone else in a one-on-one match and play your cards to win. Fair enough. Now here’s where Amazia starts to diverge off into a thing of its own.
First, in your decks you have a type of cards called commander cards, these are special lads who act as leaders of your forces, speaking of which, every deck chooses a leader from the commanders that enters the field at the start of the game. Alongside them, 4 other cards from the top of each player’s deck enter a special defensive “shield” zone unknown to both players. These shields act as a line of defense that stop all attacks to the commanders. There are also fighter cards that make the bulk of your deck and expendable auxiliary spell cards that help with their effects.
Cards cost resource points that are accumulated every turn when a card from your deck is deposited into your supply zone. After depositing a card there, you also draw one card. The game also retains a lot of other familiar mechanics too. Now you might be wondering what exactly are commander cards and what makes them special.
Commanders as stated before are the objective of the game, the winner is whoever manages to empty their opponent’s commander zone. Commanders themselves are very powerful cards that are tough to defeat. They can personally attack once per match and also withdraw a card from the supply zone. Other than that, each commander has a unique set of cohorts, powerful fighter cards that are released when a combination of cards are fused together or a card from a certain specialty is promoted. These fusion cards are available at any moment and can turn the tide of battle in their commander’s favor. Finally each commander has a special ability that further allows them to yield a certain play style. Some of these are activated effects where the player has to spend resource points for, while others are ongoing passive effects like being able to see the top card of your deck!
Cool, what’s next?
So we actually haven’t got to how the battles are done. In Amazia, cards have only one number apart from their cost, Power. When two fighters battle each other, their powers are compared, the bigger one wins and the lower one loses. That’s simple enough. Well the order also matters. When a fighter declares an attack on a lower power opponent, they win the battle and destroy the opponent. However, if they attack a higher power opponent, even though they lose, they also deal damage equal to their power. This leads to a high tempo game that’s both dynamic and allows for big fighters to dominate the field without dying to two hits from smaller fighters.
The game also features 4 forces that each card belongs to and players can build decks combining any of these together, leading to many possibilities for theorizing and deckbuilding. Now we don’t want to spell out the rule book of the game entirely here so we will be making and putting out more posts for the game in the meantime.
That’s great, but where does this come from?
Our game is the result of our design philosophies and goals. Obviously we want the game to be fun and there’s a good deal of theories that help with that. So without further ado, here’s some of our ideas:
- We’re aiming to make our game deep. Players should be able to theorize about the game and its possibilities for as long as they want. Our game shouldn’t be solvable with a certain path to victory dominating play.
- Emergent play, combos and moves being realized and executed on the spot. To facilitate this idea we’ve aided with giving the player a large control over their play options in every move.
- The game should be fine tuned and balanced, period. There’s no excuse for it being otherwise and we will take measures to bring in game pieces in line to stop the game from straying from its balance.
- Amazia will be a skill-based game. The skills will of course be two-fold; deckbuilding and managing matches. Card games by their nature have luck and chance involved to some degree, but internal testing has shown great results.
- The player should be able to feel awesomeness when playing. Our battle system coupled with the combos available give satisfying moments and finishes to matches.
- Spectating should be fun too! Amazia has a lot of counter-play and comeback mechanics ingrained in its systems that results in most games being close matches of wit that makes even watching a game playing out dramatic and fun.
- We want players to feel part of the game world. Competitive storytelling is a thing, and we’ll prove it. Card mechanics should be what a player feels like they should be among other subtleties.
These are a fraction of our ideas and design choices that have went into making the game as great as possible. On a more general level our mission in creating this game goes further. Besides creating a great balanced competitive game we’re also aiming to remove a few hurdles between players and the game. First there’ll be no more complexity than is needed. Second, we’re going to have as much of a user-friendly and ethical business model as possible. That means the game is going to be free-to-play and without boundless microtransactions! A best of both worlds approach for all involved.
Are you gonna do a wrap up?
Yeah sure, I could go on for days. We’ve been developing Amazia for over 6 months now. We had held back revealing the game due to having nothing visual to show, but now after hundreds of games playtesting and having built a well functioning client while also getting some card art done we’ve made our debut now. Expect a lot more in the coming months, so stay tuned!