March 2014


Hello everyone! We've spent a lot of time getting our time this week putting in more features into the demo. We have added balanced draft mode into the arcade section. Balanced draft is similar to random draft in that the cards you are dealt are still random, but there is a limited amount of each type of card you can receive. For example, you can only receive 2 of the tiebreaker cards in a First To 5 match since they represent one of the most powerful card types.

You can now pick balanced draft as well as random draft

Fancy new animations for the start of the game.



Hey guys. We just uploaded our demo on Indiedb. Go play it.


The current demo is a random draft for the arcade mode of our game. Arcade mode lets players immediately jump into battle with the game type of their choice (First To 3, 5, 7, or 9). 

Currently, we are working on making additions to the demo. This includes a balanced draft mode which limits the amount of certain cards a player can be dealt and constructed mode which lets the players choose their cards. We are also working on finalizing our score screen and integrating it with the game world. The score screen will show interesting information such as the statistics of previous battles the player has had in that area and how much of each card they have played. More on this in future updates!

Luckless Seven Alpha 0.143


We've go something cool to show today. Last morning, the physical cards of our game arrived!





There are a total of 72 cards in the deck: 40 green cards numbered 1-10 (pictured below) and 32 side deck cards (1 of each with the exception of the S and D cards which have 2 duplicates each). We plan on having these cards as a Kickstarter reward and as prizes for giveaways we plan on having in the future.


As many of you may be asking, "is this game exactly like Pazaak?" For the most part, the game plays exactly like Pazaak. A random card ranging from 1 to 10 is dealt to a player each turn. The player can play cards from their hand that bring their score closer to 20. The player closest to 20 and does not go over that number wins the round. The differences in our game lie in how long the match is played, how many cards a player has in their side deck, and the list of cards available to them.

All games of Pazaak, the first player to score 3 points won the match. In our game, there will be NPCs of various levels of difficulty that the player can challenge. Depending on how high ranking the opponent is, the match can range from first to 3 points to a first to 9. The amount of cards that will be dealt to a player from their side deck will depend on length of the match.




In a first to 3, the player will only be dealt 4 cards from their side deck.

In a first to 5, the player will be dealt an additional 4 cards when either the player or the opponent reach a score of 3.

In a first to 7, the player will be dealt an additional 4 cards when someone reaches a score of 4.
  
In a first to 9, the player will be dealt an additional 4 cards at score 4 and score 7.

If a player still has cards in their hand on the round new cards are to be dealt, they will only be dealt enough cards to bring their hand size back to 4.





The side deck will consist of 12 cards that player chooses in between battles. The pool of cards the player will choose from will be significantly larger than the choices in Pazaak. Pazaak had 23 different types of cards the player could choose from. The pool of cards we currently have available is 36. 

We've also spent a significant amount of time redesigning cards that were either too powerful or not useful. For example, some of the cards in Pazaak (the yellow cards) had unique effects that did not simply add or subtract a value from the score. There were cards that changed the values of cards already on the field, doubled the value of the last card played, or made you win in the case of a tie. Although this made the game interesting, this also meant that some cards were not balanced. We've reworked many of the special cards to hopefully provide a more streamlined experience while retaining the powerful traits they had. However, that doesn't mean that the game won’t have any card with wild effects.








Hello everyone. This week, we have some shiny new animations to show you. We spent a lot of time polishing the visual design of the battle screen. We've added some light effects that occur once a card is placed onto the field. Some more subtle animations were added as well, such as the "breathing" effects for the score markers.

As you may know, the screenshots of the alpha build made the board seem very static. We've now added many of the animation effects that will occur during a battle. The full battle screen and a short segment of a battle can be seen in the last in the following gifs.

Light-up animation when a player wins a round:



Pulsing animation for the score marker:




Light animation that activates when a card is played:




The color of the cards will be an important indicator of what the card does. Some cards are multicolored and will two different effects.





A segment of a game being played:



Another short snippet of the game being played. In this case, the player was lucky and did not have to use any of his hand cards since the 6 cards he was dealt added to 20.




Hello everyone! We are very pleased to reveal that we have shiny new skins for our cards. 

The first set of cards were placeholders modeled after the cards in the game Pazaak. The Pazaak cards in their original form can be seen further below.

Shiny New Cards (They are animated in game)


For some time, we have wanted our cards to have animations on them so that they would seem more vibrant. Most of the cards have lights flashing on the sides and a ball of light circling around the number. 



KOTOR II (Inventory)
KOTOR II (Pazaak Battle System)


Our version of the cards when we were first laying out the blueprints for our game:
Place Holder Cards


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