Brave Evil (multiplayer TCG)


I'm happy to announce Brave Evil. A trading card game in which you duel with other players in a turn-based strategy matches.

Setting & Story

The game is set in medieval-like fantasy world. It follows the story of Ayu who is divided between the society and the uprising lead by his childhood friend Azrael. After the great war, the prevailing monarchs have established a new world order, one world government. In which liberties and religion are forbidden.

Azrael is deeply devotion to his religion and one true God "Raa". The fate brings him to the crystals of Maja, the magic crystals that cast spells and summon monsters. He is determined to use crystals of Maja to fight against the monarchs, against the brave new world.

Will Ayu help or clash against his childhood friend? That would be on the player to decide.

Development Progress

Hundreds of cards have been drawn up, main soundtracks are there, that's as far as the art goes.

On the back-end I finished user registration & login, deck building, cosmetics, in-game chat, multiplayer network stack, and other minor things not really worth mentioning.

At the moment the development is focused on the core gameplay. You as a player are present as a card on the field, if that player card (avatar) has its health brought to zero, you lose. There always has to be a winner of a duel, draw outcomes are not possible. Even if you do not have any cards to draw, you still have your avatar that can move and attack. 

At the beginning of a duel you will draw multiple cards, each next turn you'd draw another card. Each turn you can summon monsters, play spell cards from your hand, or place trap cards. Spell cards would have their effect activated and then they would be moved to the graveyard. Trap cards can be placed on your side of the field, they are activated once an opponent moves their monster onto that field zone. Monsters can move, attack activate effects.

Addressing the Power Creep & Increasing Complexity Problem

For starters we'd design our cards not to enable the over-powered decks. In some other games there are set of decks that statistically would lead to wins. Here are some design choices we're introducing in order to prevent power creep & prevent the game from becoming too complex:

  • Some cards would be limited in the circulation. Making some decks unique.
  • Instead of increasing the stats of new cards relative to existing cards, we'd think of new card effects with the goal of deriving new gameplay strategies. While trying not to create too complex card effects.
  • Amount of monsters you can special summon is limited to 1 per turn, meaning you won't be kept waiting for 8 minutes while your opponent completes a complex special summoning process.
  • Card effects cannot be activated from the graveyard. (aka. the second-hand issue)
  • Cards can be banished from the field by card effects, unlike some other games for the rest of the duel the banished card will not be available by any means.

Please provide your feedback.

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