Welcome, deck builders! When we last left off, we had created a self-contained card game on paper! In this part, we’ll talk about how the initial design of Joustus was implemented and how we extended it to accommodate the expanding scope of the platforming game.
Part 2 – Fleshing Out Joustus
It was a pretty straightforward process to recreate our paper card game prototype! Once we had our no-frills version up and running, there were a lot of kinks to work out in regards to displaying what was happening. How would we show a card being pushed? How would you know whose turn it was and if you were winning or losing? We kept these questions in mind as we progressed towards fleshing out the final layout.
image (5)
This was early playable Joustus with temp art! Not a lot of details or information, but it was a start!
earlyBoard
This mock up has some more information: a picture of you and your opponent, a coin to indicate turn order, a deck that can deplete, and some gem icons to indicate who claimed what. You can also see that the players have different colored cards and arrows!
What’s Gonna Happen If I Do This?
We realized that it would be challenging for the player to have to remember all of the card’s move options and abilities right off the bat. We developed a few ways to remedy this problem:
Wherever you move your cursor, a preview animation shows what will happen if you place your card there.
Instead of freely moving your card around, the input will force you to click through every possible action.
The info bar at the bottom describes every action taken and gives instructions about the rules.
You can examine a card and see its card info at any time.
bottomInfo
The info bar describes whether each move is valid and why. The preview shows why the move can't be made or what will occur if the move is made.
card_info
You can learn about any board square or card at any time. Always nice to have a refresher!
By putting the info front and center and describing the reasoning for everything, the player learns a little almost through osmosis.
Coming up with Card Abilities
We had a lot of ideas to extend the game beyond the single and double arrows. We wanted cards to have their own unique abilities! Such as the ability to blow up another card, flip its allegiance, push in many directions at once, or return from the graveyard! Our card concepts were conceptualized via a shared doc, as we often do with design brainstorms.
brainstorming
We use spreadsheets like this to brainstorm! This is just a tiny portion of all the ideas we come up with for any feature!
We quickly realized that there were complications to adding card complexity. If you wanted to blow up a card with a bomb, how would that even work? Could card abilities be something you can activate with a button press? This unfortunately would be too complicated and difficult to control. It also led to a new problem of how would they activate! We decided that it could trigger in other ways! Such as when you place a card down, when you push a card, or at the end of the turn. Some abilities could be tied to specific arrow directions creating a “bomb arrow”. While other passive attributes like ‘flying’ would always be active. The brainstorm ideas were categorized based upon the aforementioned criteria to see how they’d all fit in. We came up with:
Arrows – special actions tied to arrow directions, activated by a variety of circumstances
Abilities – special actions that are either always active, or happen if certain conditions are met
We decided that we’d have a maximum of one Arrow Type and one Ability per card. That gave us enough options to make dozens of unique card permutations, while also keeping it simple.
Single / Double Arrows
Double arrows were one of the only special arrow types prototyped on paper. They could push single arrows around, but treat other double arrows as equals. This was the simplest escalation we could imagine. We toyed with how arrows could be handled inside a given row or column- should they add up their power or stack up? Ultimately, we decided to keep simplicity! The strongest arrow in a row/column would be what combatted your placed card.
arrows
Bomb Arrows / Rocks
Bomb Arrows blow up a card instead of pushing it, removing it from the board. Besides being cool thematically, these cards are useful for clearing out space. Initially, you could use the bomb when you first placed it (which was too overpowered). We changed it so that bomb cards took one turn to “arm”. This lesson was applied to later designs like Conveyor Arrows.
bomb
Rocks were initially created to give Bomb Arrows more to do. This led to more questions! If a rock entered the playfield, did that space count as being occupied for the purposes of ending play? If I blow a rock up on my next turn while the squares were all filled on your turn, should the game end or not? We went back and forth, and decided that the game should end!
Conveyor Arrows
An arrow that pushes itself seemed like fun because you could set it up and then capitalize on it later. But when would the conveyor activate, and how far would it convey? We decided that it would start up only one turn after being placed, like the Bomb Arrow, and then attempt to move one square per turn. At first, they were set up to move every turn, but we wanted it to feel like they were on your team!
conveyers
First, the push happens, then the arrows swap, then the conveyors try to push... right??
This card led to lots of fun! Especially when a card that seemed out of the game suddenly moved into a new spot! We had struggled with the order of operations: if you had a dozen Conveyor cards moving all over the board, what order would they go in? This confused everyone on the team…and still does! Thank goodness for all those previews.
In retrospect, it would’ve been cool to have a Bomb Conveyor arrow! Alas, our setup did not allow for that. Maybe next time?
Cascade Arrows
Cascade Arrows were borne of the desire to turn an opponent’s card into one of your own.
same
In Triple Triad, a rule called "Same" lets you claim your opponent's card if the numbers on the sides match.
cascade
In Joustus, the card is flipped when you push it. The result? A cascade of changing card ownership!
This complicated concept was made crystal clear by using imagery of a propeller flipping the cards over with its wind. This ability was deemed too powerful to use repeatedly (like a Bomb Arrow), so it was restricted to only work on the initial push. Cascade arrows turned out so great! It’s tremendously satisfying to flip over your opponents’ cards and achieve a Gem Sweep.
Countdown Arrows
What’s better than a double arrow? A Triple Arrow! We wanted to have them, but they seemed like they’d be too overwhelming, not to mention a little predictable and boring. We altered Triple Arrows into Countdown Arrows- Arrows that would become less powerful over time. Initially, the design called for them to reduce from 3 to 2 to 1 to 0 arrows, but that was too complicated. The countdown was also too fast if it counted every turn, like Conveyer Arrows. We altered the countdown to be every other turn. That way your own arrows would expire on your turn, so you could deal with them yourself instead of it benefiting your opponent! Countdown arrows became an interesting gambit to use if you thought you could win in a few turns!
countdown
Slam Property
It’s gratifying to clear a space on the board! Unfortunately, there weren’t many cards that allowed that. Slam cards arose from the idea of pushing a card away without your own card following after it. Originally, Slam cards were activated after one turn, like bombs! We decided that the ability wasn’t too overpowered and changed it to activate as soon as it was placed! The immediacy of Slam Cards makes them fun.
slamProperty
One note on being overpowered: the most overpowered card combination in the game is probably Bomb Arrow + Slam, because the bomb is armed and can destroy a card immediately!
Gravewalker Property
Players naturally want the power to subvert restrictive rules! That’s what Gravewalker cards do with the graveyard mechanic. This property was pretty straightforward to implement, simple to explain, and effective to use during matches. Great pains were taken to ensure that only cards featuring the dead or undead were given this property.
gravewalkers
Only the most appropriate cards were chosen to be Gravewalkers
Switch Property
Arrows switching around was a natural idea! So, Switching was implemented early on. It was difficult to categorize, but we settled on “Switching” being a property. It could apply to whatever arrows the card already had but what directions would it switch, and when!? We decided that it would switch every time it was pushed. As far as the directions, we eventually supported all horizontal and vertical movement. It seemed intuitive enough that players would understand them and their symbols. We initially discussed making rotating Switch cards where all the arrows would move clockwise or counterclockwise, but it seemed too complicated.
switchie
Whoa! Directional switch up!
Pit Squares
pit
Pit squares are filled once a card falls in.
Like rocks, Pits were meant as one of the board escalations introduced whe