The original idea !

One day, a 7 years old boy invents a whole new world, full of characters coming right from his imagination, approximatly 50. He comes up with a universe and a story around his characters.
The most important ones are Croc-fer, Sombremask and Tolsio, amongst others. They are the most iconic, and the first ones to have had appeared up in their creator's head, who was 7 at the time, let's not forget that.
That boy was, and is Robin, Isalia's creator.

The idea of a card game !

Several years later, in 10th grade (year 11), comes the idea of a card game. Being a Dofus and Pokemon fan, Robin is highly inspired by both these games to create his own game. He presents the idea to his best friend, Erwan, who immediatly agrees to help him. And so begins a long journey towards a fully operational game !

Carte originelle du Croc-Fer

The first few cards !

The first few cards were hand-sketched, it was only afterwards that Erwan decided to make digital templates. The first print of blank cards reaches 84 cards in total ! The very first card ever drown was the Croc-fer, which you can see on the right (in french).

The following steps !

The cards being hand-drawn one by one, months pass by and the middle of the school year arrives. Every planned card is drawn and a few more comes to complete a final pack of 76 cards ! The next step was to determine every character's attacks and stats (HP, type, TP, etc).

The prototype was ready, and so we could finally test our game, and note the positive and negative aspects of it.

Prototype's positive aspects

The game was fluid, nice, a game not being too long, nor too short. The diversity of the characters lead to a vast choice of deck compositions. making all of the games all different.

Prototype's negative aspects

All characters are actually identical. Nothing can distinguish two attacks from each other, except for their damages. Also, we noticed that there were very few items, in comparison to the number of characters (19 items versus roughly 50 characters). Finally, we didn't use the traps because we didn't define their conditions.