

It took a little searching, but I finally found one: words on the type line. As this was an Un- set, I wanted to find a variable to care about that would average in that range. Usually that type of spell will boost a creature until end of turn between +2/+2 and +4/+4. So, the set needed a common green pump spell. I do like the subtle flavor that the workers chose between being paid with money (Treasure) or tickets for the park. The idea we latched onto was that this enchantment represented all the workers. The set had introduced a bunch of creature types to represent the creatures working in the park, and I wanted at least one card to mechanically care about them (well, Employees and Performers Robots had a whole archetype). The printed version of this card ended up being a card that rewarded you for having Employees, Performers, and Robots. )īy this point, we started using the ticket icon. The evolution of this enchantment reveals a lot about the evolution of stickers and Attractions.Īt the beginning of your upkeep, create a ticket token.
#THE LAST REMNANT NEW GAME PLUS SAVE CRACK#
Notes: Please keep it to the one Y-shaped crack (no extra branches). We see water dripping/spurting/leaking through the crack. There is a Y-SHAPED CRACK in the glass going from the top of the frame to the bottom (see attached reference). The creatures wear bits of neon costuming or have natural neon patterning (see p.71 for similarly styled neon merfolk). Except this pod has a CRACK in its glass!Īction: Show a GLASS WALL of a large aquarium tank, with a SHARK and GIANT OCTOPUS behind it. Location: Merfolk marina p.29, inside one of the waterproof pods. Here, by the way, is the art description for the card: I was super happy that both it and Juggletron (the two cards that care about sticker size) ended up working out as originally envisioned. I opened an Astroquarium on my second pack and immediately started testing stickers on it. This ended making a Y-shaped crack that went from the top to the bottom of the frame.Īfter the set had started printing, the printer sent us some booster display boxes to open and test. In the end, we said two was the minimum, more likely three, but sometimes four plus if you got unlucky with your sticker sizes. We ended up making guesses at sticker sizes and then talked through how many stickers we thought would be needed to cover the cracks. Be aware that the stickers weren't done yet, so we didn't know exactly how big those were going to be. This meant that I had to have numerous conversations with both Annie (Sardelis, who did the card concepting) and Dawn (Murin, who did the art directing) about how big exactly the crack was supposed to be. With Astroquarium, the size of the cracks literally dictates how powerful the card is. In most sets, the art enhances the card, but it doesn't mechanically change how it works. The most challenging part of making this card came when we got to the art. The third version was the one where you turned a creature into either a 4/4 Shark or an 8/8 Octopus depending on whether the cracks were covered. The second version gave a creature -2/-0 and then went up to -4/-0 when the cracks were covered. In the first version, you could tap to loot (draw a card and discard), but if you covered the cracks, you could just draw a card without having to discard. To playtest these cards, Chris drew sketches and had those sketches put into our database so that they would appear on the playtest cards.Įxample of Drawn Stickers on Playtest Cards (Juggletron did the opposite, encouraging players to use the smallest stickers possible.) The flavor from the beginning was that this was a tank of water that had cracks in the glass and that you had to use your stickers to keep the water from getting out. It wanted players to use the biggest stickers they could. Astroquarium was a card that cared about sticker size. Yes, you could change the nature of a card, but could we make individual cards that cared about stickers in different ways beyond that? This led to the team, spearheaded by Chris (Mooney, my strong second and right-hand person), to make a bunch of cards that had some element of the art that you interacted with. One of our goals when working on stickers was trying to find different ways to use them.

Last week, I started telling card-by-card design stories about Unfinity.
