Had an amazing interview that I had with the Dead World TCG. This game looks like its going to be a lot of fun to play, especially sense attacking is based off of dice rolls, which really gives me a DND feel to how you start off by rolling for initiative.
DESCRIBE YOUR GAME?
DWTCG is akin to other popular games like Pokémon, Magic: The Gathering, and MetaZoo, but with a more minimal design and straightforward gameplay. The primary aim was to develop a fun game that is easily accessible and teachable to friends, while also incorporating various levels of difficulty and an immersive lore surrounding the world and characters. I added elements from my favorite games and introduced new mechanics, resulting in an engaging and fast-paced gaming experience.
HOW DID YOU COME UP WITH THE GAME’S NAME?
Dead World comes from a story I wrote, where the Earth is plunged into chaos following a cosmic event that releases dark energy into our world, enabling powerful entities to summon creatures from the darkest corners of our nightmares. The game allows players to experience the thrill and excitement of confronting and controlling these nightmarish creatures and heroes in epic battles.
HOW LONG HAVE YOU BEEN WORKING ON YOUR GAME?
The story has been developed for a while, but the game started during the pandemic.
WHAT MAKES YOUR GAME DIFFRENT FROM OTHER TCG'S?
DWTCG's main attacking mechanism is different from any game I have played before. Most attacks involve a die roll, representing a speed mechanic, which determines if your attack lands or misses. Tank-like characters may be big and slow and have less of a chance of a hit, while faster characters may not hit as hard but are more efficient. Every turn gives you the chance to play it safe or press your luck. You may alter the stats of a character in different ways by adding mounts to increase speed or weapons to alter attacks. Other unique features in DWTCG include the SIDE DECK, which may contain special characters, weapons, or resources you will have to summon, make, or mine. There is also the SKIRMISH that determines who attacks and defends and where the battle is fought. Additionally, the game includes a building mechanic where you place blueprints and collect materials to construct structures.
WHAT IS ONE OF THE BIGGEST CHALLENGES YOU HAD IN CREATING THIS GAME?
Most of the game came together naturally as I had the characters and ideas already in place and being a huge fan of TCGs my whole life. The hardest part has been the initial playtesting and finding an audience in the beginning stages.
DO YOU HAVE A FAVORITE CARD IN THE GAME?
That's hard to say. TM-18 is one of my favorite designs, and I'm always looking to play a tank in the beginning to set up my army. Sledgehammer has one of my best backstories, and the Catapult is a structure you can build that really adds some fun to each game. Dizzy the zombie rodeo clown and Bouncing Billy, a bull he can summon, hold a special place as they are my favorite characters that my wife and I have created together.
WHAT ARE YOUR FUTURE PLANS FOR YOUR GAME?
Right now, I am designing the holographic variants and the packaging that will go out to my followers and playtesters. I plan on doing a marketing push this Halloween after playtesting. Additionally, I will be attending conventions in 2024 with the hope of building a following before launching a crowdsourcing campaign. I am also in the process of adding artists to the team to work on the second set that will launch after a successful campaign.
AS A CREATOR, WHAT ADVICE WOULD YOU GIVE TO OTHERS WHO ARE TRYING TO PURSUE THEIR DREAMS?
Do not rush the gameplay; I see a lot of indie games that forget the game is supposed to be played. Also, try to find real art! AI art is generally looked down upon in the community. If you're going to show your game off, it should have quality art and be playable, in my opinion.
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