*"Life Card" is the 5th entry of the independent camp of the domestic independent game competition (similar to the foreign GameJam))
*The current demo is easy for many people to get stuck, but I'm lucky not to have encountered it.
*Because I didn't play the "Virtual Life" and "Life Resume" mentioned in the post after playing, this card version of the "Life Reopening Simulator" is completely fresh to me.
* Some people in the reply said like "Occult Simulator", this I have played, in fact, not quite like, the Occult Simulator is actually more like a card form of RPG - belongs to your pursuit and achievement of the goal is a certain degree of autonomy, you have the possibility of "exploration", and "Life Card" is essentially a game that is biased towards "coping", you have a certain right to choose, you can make your own efforts in specific events, but in the main tone there is still a sense of "going with the flow" in life.
In the past few days, I have been playing fish for a few weeks, and I also have a general understanding of the mechanism, so I will make a review & strategy here
0. Event card drawing mechanism: the past determines the future
In the "Life Cards" game, we need to write our life from the age of 1, and the progress of time is carried out in the form of "drawing cards": we can look at the game interface in the picture below, and the card area is divided into "past" (lower left corner), "future" (lower right corner) and "memory" (upper right corner). In the future, you can choose 1 of 3 ("prodigy", "reading under the lamp", "can't speak yet") in the picture below) to advance the time.
There are two rules for drawing cards:
(1) Your past determines your future, for example, if you have been practicing art, it is easier to trigger art-related events in the future
(2) When there is a negative event (black), it is impossible to choose, and the negative event will be forcibly selected (the most likely negative event in the early stage is the failure of the exam, the loss of love in the middle period, the death of a sick relative in the later stage, etc.)

The basic mechanics of Life Cards: The time you spend becomes the past and the memories, and the past determines your future
1. Event promotion stage: experience to form a deck
Events drawn from the future become your past after being "experienced," and the process becomes your memories, which are preserved in the form of "cards" that continue to play a role in your later life.
Experiences during events become "memories" in the form of cards
The interesting thing about the advancement of this event lies in two points - the first is the "two-sidedness of things", such as the trade-off between "prodigy" and "can't speak yet", and the normal reaction of ordinary people will be: there are prodigies who do not choose prodigies and cannot speak, I am afraid that it is not a stupid X, right? But the prodigy is actually a double-edged sword: the cards it will give provide the "reputation" attribute, but in the early stages of life, you need more knowledge or talent, and empty reputation cannot help you pass the exam or other difficulties in life; on the other hand, people will also be burdened by fame, when all people treat you as a genius, the sense of gap when you can't complete the expectation is also stronger, and even in the subsequent challenge tasks, there may be negative events of "hurting Zhongyong". This is very real, which is also another interesting point of the card event - this kind of realism that is close to life also runs through the game, and this sense of reality is also reflected in the event "Reading Under the Lights" in the middle of the picture above: I believe that many friends have a story of "fighting wits and courage" in order to read novels & comics and parents when they were young, and such an event is a reproduction of such an experience in the form of card battles.
Event progression will trigger "memories" anyway - memories enter your deck in the form of "cards", similar to event selection, positive memories (cards) you can choose to give up, but negative ones will force into the deck and become similar to "curse cards". So how do we change "memories"? Using 1 point of money or 1 point of health can eliminate 3 negative memories in the past, that is to say, the early "snowball" roll is good enough to bring fault tolerance to the mid-to-late play. But what can be changed is the "memory" rather than the "past", that is, the negative "past" that has been generated will continue to take effect and affect future events.
So next I will introduce the mechanics of card combat in this game (unlike ordinary card games, novices are easy to circle)
2. Player resources: time is the cost
Player resources are not only made up of decks for cards, but also include money, health, and age.
Money is well understood – but there aren't many opportunities to get, and generally require prize money for big contests and small chances of part-time events.
Health starts at 3 – health is important because it determines how much you play cards! (This Hearthstone player definitely doesn't need to go into detail), it will increase the "health value" by 1 point in adulthood (18), decrease by 1 point in old age (60), and permanently reduce sickness by 1 point! A large number of powerful cards in the game require 3 or even 4 fees to play, so how to increase our health value? You'll be healthier if you take the sports route, except for some Family and Religion cards, as well as goal attainment in card battles, which can temporarily increase the health cap.
PS: Health returns to 0 when the game GG
Age represents the number of events you can perform - theoretically it is possible as long as you have been winning the card battle without dying, of course, there will be a large number of negative events in the future to force the card, so it is not a good experience to make an old undead game.
3. Deck composition: categories and attributes
The cards in the game (memories) are divided by color: for example, yellow (honor), red (emotion), blue (knowledge), pink (art), green (nature), brown (religious), black (nothingness), etc.
In addition to the type of card, the card also contains some keywords, such as "work", "knowledge", "skills", etc.
Card battles require the completion of a "goal" – the goal may be a card that requires a certain number of X types, or it may be a card that requires a certain type of X attribute.
This constitutes the fun of some strategic games: because too simple card decks will be helpless to fight for some complex needs, but too complicated decks will be stuck alive if the card order is not good - from the perspective of reflecting reality, for example, if you learn to sing when you are a child, you will practice sports, and the exam will be easy to hang up, but if you have been bored to learn, what singing competitions, sports events and other events will perform poorly
4. Card battle rules: Card deck loop gameplay with the goal as the core
The following figure of the "College Life" card battle as an example, let me briefly explain the gameplay of this game card battle:
Card battles have two objectives:
(1) Avoid bad trigger events in the middle of the table as much as possible
(2) As far as possible, complete favorable trigger events before the time limit
Card battle mechanics for Life Cards
If you describe it briefly, it is probably similar to the "mission cards" in Hearthstone - each round you draw 1 card from your memory card library to your hand, and you can choose to play a certain number of cards within the cost limit (determined by your health points), and your goal is to complete the task in the middle of the following image. Card placement consists of three important areas: the lower right deck determines which cards you will draw, the cards you play enter the upper left reserve area without being torn up, and if you take damage or have other card effects that cause "folding", there will be a corresponding number of cards entering the Graveyard. When the lower right deck is drawn, the cards in the upper left reserve area will enter the deck again for draws (graveyard cards leave this card battle without special effects).
Losing a card battle isn't the end of the world, but the negative effects left behind will stay with you for a long time
And once all the cards enter the graveyard, the card battle will be lost - failure does not mean the end of the world, just like real life: failed exams, failed job searches, failed blind dates, etc. all just make your life worse, and have some impact that may accompany you for a lifetime, but in the next game you still have the hope of overturning.
Card Battle Tips:
(1) The cards in this game are the mechanism of "infinite circulation library", each round can draw 1 card (the top one in the lower right corner), play any number of cards within the cost limit, there is no upper limit to hand cards, but because of the damage "tearing cards" will be preferentially torn off the hand.
(2) The upper right side can be considered as an "enemy" card, which generally contains various negative effects. The "center right" position is the enemy's "reserve area", that is, its next card will be played, you can replace it with some special effect cards (for example, if you top a 3 or 4 fee card to the enemy's next round of cards, it is empty for one turn + you earn a turn in vain)
(3) Damage will "tear the card", when all the cards are torn or the time limit is completed (the enemy's card in the upper right is finished) The battle will end - the success or failure of a single battle will not directly determine the fate of your entire game, but the quality of the cards given by the excellent completion battle or the extremely poor completion will have a huge impact on the long-term game experience.
(4) There is an "out-of-turn" response and "indexing" mechanism for cards, and cards may continue to take effect in the reserve area and graveyard, in addition, you can also index and find cards according to various conditions, or grab cards from the graveyard & reserve area to the hand and so on
5. Advantages and disadvantages of this stage:
This kind of "see you next turn" game is actually naturally addictive - and then the "Life Card" event promotion mechanism and card battle mechanism I think are quite novel, the gameplay logic itself is interesting, and most importantly, it is highly consistent with real life - such as exams you can cheat, matches can be bribed. Some of the game's small details are commendable, such as what you have experienced in the past that determines the events you can encounter in the future - this is more controllable than the game of "lottery" gameplay such as reopening the simulator in life, and the "goal completion" as the core in card battles is at least quite new to me personally.
If the game is insufficient, the main reason is that every 1 year of memories will be included in the hand (although good cards can not be wanted) - the number of cards in the later stage is scary, and the cards are torn out before GG, and there is no "surrender" option in the battle, because most of the black cards that will be torn by damage are also effective in the cemetery, so once the snowball is rolled by negative effects, it is half a day of unable to move, and the experience is extremely poor. However, these mechanism design problems are not reasonable, if there is a chance to go to steam, there should still be a good chance to improve it according to player feedback.
All in all, it is the work of the "amateur" competition of the independent camp, and I don't know whether the author's serious profession is a cook or a driver, and the programming ability is probably not as good as the eggplant of the "Taiwu Painted Scroll" (to digression, the eggplant is the competition judge), which belongs to the success of running up - but it is precisely such a competition that gives me the opportunity to play a novel small game, if there is a big guy in the mire who has a good idea of making a game next year, you may wish to try it, "You say I can't do it, you can do it on you" - you can really get on the .jpg