Hello everyone! It’s me, Regnslöja, one of Ludosity’s two artists here to tell you about Card City Nights 2.
Just like in CCN1, I’ve drawn all the characters and most of the cards while leaving backgrounds to my co-artist Nils. I don’t have the patience for big scenes like that.
The style we went for here was basically “like CCN1, but cleaner and better”, so I hope those who liked the first game will feel at home. If you haven’t played CCN1 in a while, maybe you wouldn’t even notice the difference, but here we see Jenny Bun and Ittle Dew in both games, and I think you can tell it’s changed a bit.
Just like in CCN1 and Princess Remedy, me and Daniel (star designer and writer here in Ludo City) work kind of separately with characters, which I think is an interesting dynamic allowing us both to be creative. We basically decided on the characters that would appear in the game, and some basics about the character. Then I just went through the list and drew them while Daniel wrote the campaign. This desync can lead to interesting results. For example, I drew Navigator (Green Crystal) as very flirty, giving her expressions like ;P and a kissy face.
And then Daniel goes and writes her as married.
The few cards that reuse the art from CCN1 have been touched up to fit in better with the new ones. However, consistent style isn’t as important with the cards, and there are cards drawn by Nils (notably Bird, just like he did in CCN1, but many others too) and Daniel (Hype Snake for example).
By the way, did you know that we brought back cards in the upcoming Ittle Dew 2+ thingy on Switch?
In CCN1, we really had to scramble for cards to the point where some cards were the geometric shape enemies from Daniel’s old game Castle of Elite, haha. This time around, it’s the opposite! With Ittle Dew 2, two Princess Remedy games and Psycard… the amount of characters in the Ludoverse have increased dramatically!
So now we have more than we need, really. Not even close to all the Remedy characters have cards yet (my beloved Pancake Master is missing), and not even all of Ittle Dew 2 either. Psycard has a surprising amount of cards for a mostly unknown game, but that’s because they were so easy to make – just take the portrait straight from the game. Since we needed a lot of cards quickly, “ease of making” did play part in what cards got in for release. Like “Crossover Adventure” below, the art is just a promo picture we already had.
Rest assured that we’ll be adding a bunch of cards in patches after release, just like we did with the first one, except this time there’s online multiplayer so it’s even more fun to get new cards!
As usual, we had a lot of fun making this game. I love designing alternate versions of our characters! Will YOU recognize them all?? Probably not, as some are too obscure – like Rulle or the musical group that only appears on a tiny poster in ID2.
I’m looking forward to seeing all of your Let’s Plays after release 😀
Card City Nights 2
Beta Update: Version b02
There's a new update for the beta!
There is two new cards [Frog Fan] and [Lemon] [Neo Dea] and [Fishbun Pileup] are no longer cards you can have in your deck. A lot of cards have been tweaked. Generally nerfed placement damage effects. Generally buffed arrows and linking. Tweaked some archetypes like bird, bun and jenny.
Added discard card effect. Changed peek effect to look at multiple cards at once or at the opponents current hand. Added pay token effect, if you can't pay the token the effect won't happen.
"It" effects ("transform it", "remove it") that refer to cards that've just been removed won't crash the game anymore. Peeking at cards is a time'd action now.
For more info and comments check out the discussion post for this patch: http://steamcommunity.com/app/241300/discussions/0/1368380934266524180/
Card City Nights 2
Devblog #1 - The Making Of A Sequel
The original Card City Nights started out as a fun side project, but turned into one of our most beloved games. It has a great atmosphere, a stellar soundtrack, and a core game mechanic that's very different from most traditional TCG's. It also plays very differently in that it's more of a light Adventure/RPG where you travel the city, meet weird people and adventure through a story line. Only instead of RPG-styled battles, everyone is crazy about playing cards.
This time around we're thinking things through a bit more, and we knew from the start what we wanted to add and improve upon. The big one is multiplayer, which was the number one requested feature for the first game. We're also addressing some flaws in the original game design, and among other things have merged the two boards into a single playing field.
Card City Nights 2 features two hundred cards with all your favourite (and probably some of your least favourite) characters from games by Ludosity, all with their unique mechanics to bring out the most of every possible strategy.
At the same time we are definitely keeping some things the same - the atmosphere, the adventuring, and making sure the soundtrack is at least as good as the first one. In the coming devlogs we'll make deep dives into each one of these areas, so stay tuned!
The development of Card City Nights 2 has so far been a blast for everyone at the studio and we're super excited for the game to be released! Giving the players a multiplayer feature is sure to bring out the best and worst in you, and we are looking forward to see some of your favourite strategies and fantastic plays!
As I'm writing this, we're right between beta round #1 and round #2 - for the first round we invited only the first 100 signups, and with the upcoming round we'll open up for a lot more. We already fixed a lot of things, and can't wait to hear what y'all think of beta #2!
Card City Nights 2 is kooky, quirky, has a stellar soundtrack and a very interesting and unique card battling mechanic that makes it stand out from other TCG's. With an all new adventure set in a space station, a much improved UI and an all-new online mode, we think you're going to love the game when it releases September 1st!
And remember, it's always night in space.
- xoxo, Joel
Card City Nights 2
Beta #2 goes live June 23'rd
Invitations to the Online Beta round #2 has begun
After a successful and fun beta round #1 we are back with an improved build and we'll invite lots more this time! Beta 2 will go live on Steam on June 23'rd and last for 10 days. We'll send out keys a few days ahead.
If you participated in round #1 you already have a key which is also valid for round #2!
Head on over to www.cardcitynights.com to sign up if you haven't already!
Edit: Headline said July - it's JUNE 23'rd!
Card City Nights 2
Final release date - September 1st!
We're happy to announce that we have settled on a definite release date, September 1st, 2017!
Today kicks off our launch, meaning we'll start releasing updates, images, trailers etc at a steady rate from here until release. We'll be a lot more active on the forums as well and will try to answer all your questions!
xoxo Team Ludosity
Card City Nights 2
Welcome to the CCN2 beta!
ːcardbackː ːcardbackː ːcardbackː Hi good folks, and welcome to the Card City Nights 2 beta!
On Friday, January 20th at 5:00 GMT the beta will go live and we wish for as many people to join in around that time and a few hours after. Of course, the beta will be up for at least a few days, so you can play at any time.
But since it's a multiplayer-only beta test, with just 100 players in the first batch, we want to make sure as many as possible are online at the same time so people can find matches!
Please post your feedback here or directly in the feedback function ingame. At any time you have a thought, idea or see a problem, hit the feedback button and write it down. It'll automatically include a screenshot and your player logs so we can analyse them.
If you didn't make it into the first batch of 100 players, don't worry! We'll add many more before release and do more tests. Sign up at http:///www.cardcitynights.com if you haven't already!