Upcoming CCG - Rise of the Overlords
Looking for art for the weekly card design competition, I stumbled upon an upcoming CCG: Rise of the Overlords. The art I'm refering to has been posted 4 years ago, but the devs are showcasing new cards on twitter every now and then so the game should still be alive.
The information the homepage provides are interesting enough to warrant a thread imho:
- the goal of the game is it to destroy the enemy overlord. In contrast to HS, overlords are taking part in the battle, they're basically super strong minions.
- the battlefield isn't merely interactive, but actually part of the game. There's one with a stream of lava across the board. If a minion falls into it, it gets damaged badly or even destroyed. Other battlefields have holes minions can fall through.
- there's no mana but actions per turn. Those can be used to play cards, move units or attack - this reminded me of Legends of Andor, a cooperative tabletop game.
This might be worth keeping an eye on!
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Looking for art for the weekly card design competition, I stumbled upon an upcoming CCG: Rise of the Overlords. The art I'm refering to has been posted 4 years ago, but the devs are showcasing new cards on twitter every now and then so the game should still be alive.
The information the homepage provides are interesting enough to warrant a thread imho:
- the goal of the game is it to destroy the enemy overlord. In contrast to HS, overlords are taking part in the battle, they're basically super strong minions.
- the battlefield isn't merely interactive, but actually part of the game. There's one with a stream of lava across the board. If a minion falls into it, it gets damaged badly or even destroyed. Other battlefields have holes minions can fall through.
- there's no mana but actions per turn. Those can be used to play cards, move units or attack - this reminded me of Legends of Andor, a cooperative tabletop game.
This might be worth keeping an eye on!
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com
Me, who plays Mythgard, LoR, Hearthstone, and Causa and tries to get into MtG:
Game looks really interesting. The interactive board is really fascinating.
I've scrolled through their twitter account and they advertice the game as "a TCG and board game combination" - that sounds reeeeeally cool!
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com
Finally a game that actually looks fun! Thanks OP!
Reminds me of a fun little game called like castle crash or something I think I'll look into it
Self proclaimed good at battlegrounds
I wasn't sold on the game until the bottom of their website said "Game Fun". Absolutely sold now.
On a serious note, this game does look pretty fun. Reminds me of a mix between Advance Wars in terms of using the board and taking advantage of the landscape of the board combined with a card game, which are two of my favorite genres of games. This game will definitely go onto my watchlist, thanks for bringing it to my attention!
Cardboard wizard and dog haver.
Update: I asked them about release time on twitter and they answered that they're plan is to start beta testing in the following weeks. They hope we'll participate and help them create a great game. :-)
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com
Hi,
Firescale Studios here (the creators of this game). We are a small indie dev team working on this with passion because we really believe in the idea and in its possibilities.
We would like to let you know that we have just opened the first playtest of the game on Steam (search Rise of the Overlords) to start getting feedback and user impressions. It would be great if you could participate in this and leave some feedback!
The playtest is currently limited to the introductory tutorials and then you can play PvP with 3 predefined decks / factions. We have limited this playtest on purpouse because it's the first version we release, however we can say that the game has a lot of possibilities (under development) and we will be able to deliver some other interesting game modes rarely seen in TCGs (thanks to the combination with board games). You can get a grasp of one of them in the tutorial in the dungeon levels ;)
Your participation is key for our success, so if you like the game idea, please don't hesitate to play the game, and leave feedback!
Thanks!
Just played the game. The foundation is solid, but I'm not sure I like the lack of retaliatory damage. If you fall behind, it's really hard to get back up. Either add retaliatory damage, or remove summoning sickness. Also, one of the decks uses archers, but they're never explained in the tutorial.
Other than that, the game has great potential. Reminds me of Duelyst from a gameplay perspective, and the dungeons would make for great PvE content, maybe something in the vein of Slay the Spire.
So I’ve played the game a bit and I have some feedback:
The tutorial:
The tutorial was pretty good, the only part I was confused about was where the end turn button was.
Core Mechanics:
I think that base movement should be lower or cost more actions. Units can move so far that a lot of the positioning in the game is irrelevant. Also, this makes things like getting additional movement and Archers very underpowered and ineffective.
Balance:
1. Archers are very bad because their Power charges up very slowly. I think that they should gain something like +2 Power every round, or maybe make it so that you can refill their quiver by spending an action. Also, right now the Archer cards don’t have a keyword or any indication of how they work, so it was very confusing to play the Archer cards and have them work differently than all the other cards. You need to add an “Archer” keyword to add make it understandable for new players.
2. The Deploy mechanic doesn’t seem like it’s very fun because it can lead to crazy turn 1s that give one player a huge advantage, but if you draw them later in the game they are just worse versions of existing cards. I think that you could change Deploy to something like “This costs X less if it’s the first card you play in a round.”
3. I think that you should add some way to use excess actions that you have in a round. Two ways that I can think of to do this are Hero Powers like in Hearthstone or Spell Mana like in LoR.
4. I felt like the card draw was a bit low compared to the actions you have each turn for some classes (specifically the Archer). One solution is to allow players to spend 2 Actions once per turn to draw 1 card.
First impression was good. The battle and genre is unique, the combat animation need a bit more visual. Like maybe make the slash or fight action bigger or with shake effect. Card Design is good. Battleground is a nice addition, but can be boring if for example, doing battle in the same lava map forever. We need more randomness in the map, to create the sense of strategy plays.
Score 7/10
But I still need to wait for more because this maybe Free to Play now, but it's hard to see it in this state.
It could be heavily filled with microtransaction later. Who knows.
Knowledge is Power
Hi, thank you all for taking the time to play the game and provide feedback. We really appreciate it!
About your thoughts:
One question for you:
What do you think about the battlefields? Did you notice the interaction with the sand battlefield (the neutral creatures being spawned and the tornado)?
Thanks a lot for your feedback and consider to subscriibe to our facebook / twitter accounts to be informed of our progress!
@Firescale
It seems like your fixes would address pretty much all the issues I had with this version, and I can see how the excess Actions problem will be reduced when more cards are added and players can build their own decks. For the Battlefields, I also agree that it would be nice to have some things randomly generated at the beginning (like wall and barrel placements) to make games more different. I haven’t played on the desert battlefield so I can’t offer feedback on that.
Also, another idea I had is to potentially experiment with a hexagonal battlefield. I think it would make sense to have most battlefields be made of squares, but I think that a few hexagonal battlefields could make the game play very differently.
Hey CursedParrot,
Thanks for sharing your thoughts. We are glad we addressed all your concerns / issues you described.
About combining squares and hexagons, we believe this is a core mechanic and we have to be consistent and stick with one approach. So we don't have plans to use hexagons in our battlefields at this point.
Cheers.
Duelyst was a similar style of cards plus board game style pieces and movements. I liked it but just couldn't find the time, and now it's dead. Maybe this will be better and last a while
Quick! Someone give me something clever to write here.