Design Crossover – Once Upon a Galaxy

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Big episode! Alexis Janson breaks down their game Once Upon a Galaxy. Along the way we crossover the ideas and brainstorm how to steal some of that technology for our own Magic designs. Alexis was a Beacon host way back in the day, so you know they’re ready to go deep on the design behind Galaxy.

We’ve also got a preview card from the upcoming set, Candylar: The Sweet Set!

Check out the game: https://galaxy.fun

The dev twitch channel: https://www.twitch.tv/playgalaxygame

Yukmouth streams the game daily: https://www.twitch.tv/yukmouth

Alexis’s bsky: https://bsky.app/profile/alexisjanson.com

Topics and tidbits:

  • Alexis is one of the old school Beacon hosts!
  • Coming out from behind the WotC curtain
  • The Million Dreams team
  • doing game design right in the code
  • Galaxy starting point: pick two cards, battle, pick two cards, battle
  • Can you play Magic with just two cards?
  • Pai Gao, Type 4, Omniscience Magic, etc
  • Drafting cooler cards as you go along
  • Early stats really matter in Galaxy
  • How to carry over advantages over several quick Magic games?
  • Captains in Galaxy are just a passive ability, not a creature
  • How to make early game matter in formats with tons of scaling?
  • Devin Low says “you’re dying”
  • Frontier justice in commander
  • Hearts instead of life totals… more like “I can be hit X times” than “I can be hit for X total damage”
  • Well I’m at -950, what’s your life total?
  • Galaxy starting stats top out (for Legendaries) at 20-30, with one 50/50…
  • But eventually Galaxy stats can get into the hundreds or thousands. It’s not vanillas that are cool, it’s synergy!
  • Semi-sorted decks that have cooler cards towards the bottom
  • Putting yourself in a position to get lucky
  • +EV plays vs “correct” plays
  • Mid-game scaling decision point: all-in end the game now or reset with a fresh set of late game units
  • Falling in love with a low-tier common draft after draft
  • 5 character cap on creatures in play
  • The cap makes it so you have to find better characters, not just a variety of them
  • But the cap also makes it somewhat easier to catch up, as a bad early board is easier to replace
  • How small can we make the decision tree and still be a good and deep game
  • A small squad of 5 means you also get attached to your crew
  • Anne Bunny shout out
  • Even with a 5 character crew, you really only are looking at replacing maybe 2 or 3 of them
  • Getting that roguelike “what do I want to build today?” vibe
  • Giving identity to decks a “green elementals” deck has more identity than “green big guys”
  • Taking pictures of fireworks
  • You never have multiples of characters in play, instead they merge
  • Your first dupe is a “silver” upgrade which is a free redraft (and maybe other triggers)
  • Silvering is somewhat similar to cantrips in Magic
  • The third copy is a “gold” upgrade that doubles the base stats, maybe doubles the abilities, and give a Treasure
  • Treasures are sorta like enchantments, and you can collect as many as you want
  • Goldening gives a reason to invest in older units
  • The split between the doubling reward and the treasure reward of gold is interesting
  • All buffs are permanent, even for characters you haven’t drafted yet
  • The treasure pool is different for each tier of character, so the treasure choices get strong as the characters do
  • Copying effects scale with the game
  • Late game treasures are often pure-stats hammers (like +10/+10 in Magic)
  • Mid game treasures can encourage you to shift builds
  • The pool of draftable cards is weighted towards the higher rarity, ensuring you’re not just looking at commons all game
  • Tim’s backup strat of taking a bunch of random legends and hitting them with True Love’s Kiss
  • Because of small pack sizes and few rerolls, that draft pool has to serve up plausible options more often
  • Knowing the “Whammies” in your RNG: effects that feel real bad but hopefully aren’t too common
  • Asynchronous play: your opponents are real people who built those crews but did so against other ghosts
  • No timers, can even leave and come back and pick up where you left off
  • “Legacy” games (where game pieces get stronger permanent between plays with stickers) vs digital games
  • Sticker cubes
  • Slot buffs: Places for units to stand that give stats to their occupant
  • Positioning of units overall gives back some of the control that you lose in autobattlers
  • Spells are a fourth shop choice that generally buff units, but can also affect random enemies instead
  • The spell slot is, at least, a backup slot that gives you a consolation prize if the units offered aren’t useful
  • Spellcasting is the focus of the new expansion, Candylar!
  • “Candy” spells can have the “Sweeten” ability, which amplifies future Candy
  • How do candy cards get into the pool?
  • Each of your captains can bring along a “deck” which adds a dozen cards to the core pool of 100 or so cards
  • If you include any candy in that deck, you also get Candy spells in the spell pool
  • The deck is like if you got to pick a dozen cards to mix into a cube before the draft
  • “Treasure Find” characters get a specific, unique treasure as a prize, maybe like conjuring in Alchemy
  • Diluting the common pool can be a bad choice in a competitive setup, as early silver/golds are good and having a bigger pool reduces the chances
  • Since diluting the common pool is generally bad, that then means the “collectible” (goes in a deck) commons can be juiced a bit
  • Exclusive spoiler! Netherbinder
  • Treasure hoard: Get bigger for each treasure you’ve accumulated
  • How to map “you get luckier stuff” into Magic?
  • “Your cascade cards can’t hit one drops”
  • A mix of fantasy and full goofball art
  • Uniquely qualified for this design challenge
  • Rhox Anne Bunny
  • Bonus end of episode shoutout to a certain fowl!

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