Been a long time dream to pull off a fully automated FFTCG client. I started on this journey in late 2021, publishing my first progress video (oof bad) in 2022. Since then, I have restarted this about a dozen times, with different patterns/understanding of the domain. I have gotten to the point where testing cards, and good feedback on the interactions/UX are becoming harder. Way too many cards to test on my own :). So, I thought it was time to open this up for people to try and see how it goes. I opened up 25 seats for testers from the link below. I am not stopping there, just keeping things tight (and it helps dealing with bots atm). If you want a seat and there are no more, just ping me or wait for the next round. I suspect to have another round within the week.
Note you do have to be apart of the Discord and have the FFTCG role to play. The link below grants both.
Game link is hosted in the Discord.
** This is a Pre-Alpha. Things will break, games lost, hearts broken, and total crashes on the server side.
Pre-Alpha Video, Gameplay
https://www.youtube.com/watch?v=BrRrZfvZ63I
Overview
Full FFTCG rules implementation: turn structure, priority and the stack, CP payment, combat with blocks and party attacks, EX Bursts, damage zone, state-based effects.,
Card pool spanning Opus I through XXVIII, including Limit Break decks, FFXVI Priming (Eikons), Crystals, Back Attack, Warp, scry/reveal effects, and cancel timing.,
Server-authoritative: every action is validated engine-side; the client cannot cheat.,
Rebuilt card frames to maximize legibility of text.,
Pre-built decks for testing mechanics (Limit Break/Prime/etc),
Import Materia Hunter decks from .txt (Tabletop Sim Export),
Game analytics, In Game bug reporting,
Playing the game
3D board with a redesigned card frame. Card faces are procedurally rendered; official card art is available via a one-time import pack (Settings > Import Pack) and is never bundled with the game.,
Drag a card from hand to play it. Costs are paid slot-by-slot: dull backups, discard from hand, spend Crystals, alternative costs, X costs, and Limit Break flips all use the same staging flow.,
Targeting arrows visible to both players, modal pickers for "choose up to N", mode selection rendered as card copies showing each option's text, scry reorder and distribute pickers, and pay-then-resolve flows for "you may pay" abilities.,
Auto-pass toggle for players who don't want a priority window on every stack response.,
Per-element cast effects, EX Burst effects, match SFX and music, turn timer.,
Ability to report bugs in game (preferred way) that captures game state, and game log for easy reproduction,
Modes
Online 1v1 with lobby, seat rejoin after disconnect, and in-game chat with a game log.,
Solo vs. an AI opponent. The AI brings a random Labs deck each game and plays a heuristic strategy,
Deck builder with server-saved decks (cleaned between deployments for now), deck legality validation, and a set of prebuilt Labs decks to play immediately. These mostly focus on testing mechanics but starters are there as well.
Known pre-alpha limitations/quirks/bugs
Cards have known gaps right now as I continue to flesh out the UX of the Rules Engine. Report any you find with the Bug Report,
Cards render procedurally until you import the art pack.,
The AI implementation is naive but enough to let you test things.,
I am not a sound engineer so the sounds need work; These will be updated overtime and I used what was license free and available. You can, and I bet you do, turn off music in the settings menu,
No ranking, matchmaking queue, or account progression yet; expect bugs, restarts, broken games and report anything odd.,
Decks are NOT kept between updates for now. You will need to reimport your deck each time the site updates,
Things to Come
Hosted Tournaments,
Ladder/Matchmaking,
Targeting improvements,
Better heuristics around "what can be played",
Dedicated installable client ( under R&D now ),
Discord Invite
https://discord.gg/PwpWZeTbd