![]() Phil: With so many cards available, do you worry that Cards and Castles will take some players a lot of time to learn the game and learn the ins and outs of each card? We’ve learned a lot of lessons from games of the past and are applying them here! Once you have everything lined up pretty close to where it needs to be, playtesting will inform the rest of it. Matt : It’s a big challenge, but we have a robust numeric framework that estimates the relative values of cards on a common scale. How difficult was it to balance the cards so no card is significantly more useful than the others or deemed as overpowered compared to other cards? Phil: The different amount of cards is one of the most impressive aspects of Cards and Castles to me and likely a lot of other people. And the more information you show, the harder it is for the player to learn! Seriously, you always feel like you could be a little more intuitive, a little easier to get in and play and understand immediately, and a little more information you could be showing. ![]() Phil: What was the most difficult part of development for Cards and Castles? I had a very different idea of what I wanted to do when this whole thing began. Matt : More than 2 years ago, as a prototype for a turn-based RTS. Phil: When did development for Cards and Castles begin? You can also expect a lot of fun mechanics and awesome card combos! I have a background in theory crafting, I was a spreadsheet master before I was a professional game dev, so you can expect a competitive and balanced atmosphere. We’ve put a lot of work into retaining simple mechanics that interact in complex ways and are expertly balanced. Scrolls is probably the most well known attempt at this mashup but it didn’t catch on for different reasons and is being shut down by Microsoft. Matt: We are a genre combo that hasn’t really been explored too deeply yet, so that alone makes us unique in the current market. Phil: What makes Cards and Castles stand out from other games of its type and genre? I did all the initial prototypes and development before bringing on a team to round out the game. Matt: I really enjoy making strategy games, and I felt the combination with collectible cards was a natural fit for the genre. Phil: Where did the inspiration for Cards and Castles come from? How did your team decide that this was the game that you folks wanted to make? He's also a game development teacher, an active community leader, and has a real passion for games. He's worked in games for 6 years as a game designer, UI designer, 2D artist, or producer. He’s responsible for much of the art in the game and all of the UI. Dylan Marquez, art director and game designer.
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