Thank y'all for the warm reception!!
@Matthew - Thanks! That artwork I did myself. Other artists have contributed, too!
Here is one of my favorites, by BaconSpider!
@awsnapz404 ~ATH Coding I think is the most unique part of the concept in the game, from a card game player perspective. There's a certain class of cards called "Executables" that use the code-- kind of like a "trap card" from Yu-Gi-Oh, but in plain sight to possibly deter (or egg-on) an opponent.
Other cards use ~ATH to "enter" (be played from hand) which can be a very nasty surprise for an opponent!
@Kit Apostrophey The point-buy system was inspired by war games / mini games, since I knew I didn't want (and couldn't) do booster packs... but wanted to limit deck-building somehow! I also wanted to give every card a purpose, because I don't need to make "pack filler" garbage cards just to take up space. I'm still working on the balance of it all though.
Gameplay wise, in addition to the ~ATH Coding, I tried to be unique in combat- unlike Pokemon or Lorcana, where you fight specific cards, or even Magic where cards are chosen to be specific blockers... Combat in HSATCG is always attacker versus everybody there. I was inspired in Homestuck by the, well, frequent mass death of characters at a location. This has been a challenge because it can be a "feel bad" to have your whole army of 4 power cards wiped by a single attack from a 5 power card, but I think it works out because it means you have to be very careful about when and where you play cards! (And you can use ~ATH to come back from such a wipe.) You can't win just by spitting out the most cards the fastest.
And thanks! "TCG" was already 75% of the way there, so I got lucky for that.
@Rosebot Forgot Password Thank you!
@Gamzee Makara