ATTENTION! If you are interested in the technical side of this game, go and check out this game engine I put together that simulates matches of Battle Collectio: https://scratch.mit.edu/projects/1077593722/ These are some collectible cards I'm working on for an epic card battle game. Any one of the cards may be incomplete at any time, just a disclaimer. Left and right arrow keys to scroll between images. The various cards included here are as follows, in the order that they appear in the backdrops: main character cards, front and back; ability cards, which include all four ability types; and score-keeping cards (the ones with the large pictures), front and back. Why did I do the card editing in Scratch? Because this amazing website honestly has the best photo editing software I can find for free. Very superior to Microsoft Paint. Kind of ironic that a free kid's game engine has better editing tools than an official Microsoft app that was literally made for photo editing.
I got the movie shots from the internet, but the icons for the various abilities (the black silhouettes of various weapons and things) I did by hand in the Scratch editor. The descriptions were also written by me, and of course the game rules are my creation. I claim no ownership of any of the characters or things on the cards. But I do claim the hard work put into making them! :D These seriously take a long time to complete. This is the third of the three main versions of Battle Collectio that have existed throughout its lifetime so far. Twice now I have completely renovated the mechanics of the game and made it very different from its previous version. Here are the three phases of the game summed up: Alpha Phase - Game of Chance The first phase of Battle Collectio was not very good at all. It was complicated, hard to learn, did not involve much strategy (relying heavily on chance) and required a lot of thinking to figure out who dealt damage each turn. I was not very pleased with this version. Still, every game has to start somewhere. Beta Phase - Battlefront But With Cards The next version was a considerable improvement. Of the two problems with the game, it solved one: the reliance on chance. This factor was largely eliminated, making your opponent's moves much more predictable. The major problem with this version was that the game was still very complicated, hard to play and hard to learn, at times feeling mildly awkward and pointless. The main reason why I think this was the case is that I was basing the game's mechanics too much on video games with complicated combat like Star Wars Battlefront II, which was one of my greatest inspirations for this game. A complicated system is great for a video game, but not so much for a card game like Battle Collectio. Even so, I was fairly pleased with this upgrade from the Game of Chance, despite the areas that needed improvement. Current Phase - The Utopian Card Game Recently, I revised nearly every single mechanic of Battle Collectio, completely revolutionizing it and eliminating almost entirely the complexity problem, while still keeping the game strategic and interesting. Instead of assigning cooldowns to abilities like I did in the second phase (following the example of Battlefront II), I broke up each game into seven-turn sections and allowed a certain number of uses for each ability in each section. This brings it to a more card game-like state, in which you use your set of cards to try and damage your opponent more than they damage you. Thanks to this great improvement, Battle Collectio now involves interesting strategy, unique mechanics, ease of play, and an easy-to-learn rule set. Hello there. Were you hoping to find some great secret down here?