The Art of Card City Nights 2
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 😀
Thanks everyone that participated in our beta! We ran it for 10 days at got a lot of really valuable feedback. We managed to push out two balance updates during the beta, and while we’re not completely done balancing, I think we have something pretty stable right now!
There has been some talk on the forums what cards are dominant, overused, OP, IMBA or in need of love. Well here are the stats for the cards you choose to put in your decks:
This beta focused solely on multiplayer, but with less than 2 months from release we are now going to post more updates about the single-player adventure that makes Card City Nights so unique among other card games. Be sure to check in here or on social media during the summer!
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 such a great atmosphere, 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 knew from the start some of the things we wanted to add and improve upon. The big one is multiplayer, which was the number one requested feature with the first game. We’re also addressing some flaws in the original game design and among other things have merged the two boards into one, competitive 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 possible strategies.
At the same time we are definitely keeping some things – 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 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 are 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 of writing this, we’re right between beta round #1 and round #2 – with the first round we invited only the 100 first 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 this time, 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.
We’re happy to announce today that he have a definite launch date for Card City Nights 2 – It will be available on Steam September 1st, 2017!
In the coming days and weeks we’ll be updating with more info on gameplay features, online play, beta rounds, additional platforms, and more. Pick and channel of choice for your updates!
Game Website Facebook Twitter
And remember, it’s always night in space.
Hey guys, we got a little sidetracked from Card City Nights 2 – right now we’re actually working on a rather large update for Ittle Dew 2 which is coming to Nintendo Switch this summer! I think you’ll be pleasantly surprised by this release, it has a few extra goodies =)
As soon after we’re done with that we’ll continue work on CCN2 and the the next beta round!
But for now, have a look at this
We’re proud to officially announce the game we’ve been working on since August last year: Card City Nights 2!
We will talk alot about the game in the coming months, but for now the biggest reveal is that there will be online multiplayer, and it’s going to be available for beta testing in just a few days! If you’re interested in trying it out, head on over to www.cardcitynights.com and sign up!
And remember, it’s always night in space.
XOXO, team Ludosity
Ittle Dew 2 has been released to the world! Grab it on your favorite platform now:
Ittle Dew 2 has been two years in the making, but we finally have a date! It’s coming to Steam, Playstation 4 and Xbox One on November 15, 2016. Check out more here: www.ittledew.com
We announced it everwhere else, but forgot our own website – PsyCard is out on iOS and Android!
It’s currently at version 1.3 on both stores, and since release we’ve added Achievements, Cloud saving and splitscreen multiplayer!
Get it now for 2 bucks!
Oh, hello. I didn’t see you come in.
We were just working on this game called Princess Remedy In a Heap of Trouble, which is a prequel to our game jam game Princess Remedy In a World of Hurt. This new game is similar in scope to the first one, but with some changes and additions.
An enormous Boss Tower has sprung from the ground, lifting entire towns up with it. People got used to it and kept living on the tower, but they’re starting to contract all sorts of mysterious illnesses. Princess Remedy, still in Saturnian healing school, must use her powers to heal everyone and defeat the Boss Tower.
Like the previous game, there are several worlds and a total of 64 NPCs, the majority of which need to be healed by engaging in one-screen battle scenes. There is also a boss at the end of each world. Remedy can speak to anyone who is healed and ask them on a date, which replaces her Flask bomb in the Healing Mode battles with a range of other abilities, depending on who she’s dating.
As usual, there are many silly characters to meet and secret chests to find. As the scope is so small, the game will also be quite cheap. Now, if you’ll excuse me, I have to break a swan’s neck.