Design Goals of this game

Easy to learn, hard to master, yada yada...

let's get this one out of the way because this creed is for every modern game ever made. yes I want my game to be easy to grasp, dunno about being hard to master but being learnable and fun with meaningful depth is a thing I care about.

Compact in design

So let's get into the real stuff now, so my true end goal vision is for this game to be one folks play at conventions. so I want it to be a game with a very slim profile, needing at most 40 cards and some dice. this is particularly why the game's design gravitated more towards Duel Masters/Kaijudo.

I have no plans or illusions of this being mass published, I largely expect that people will either print their own cards or get them printed through personal card printing services. as far as I'm aware, This game's home is likely to primarily be within Tabletop Simulator.

All about Action and Reaction

The dodgeball framing is such an important part of this game because it illustrates how I think about it in terms of card design.

You win by throwing balls at the opponent, and the opponent has to not lose by deciding how to respond to each ball you throw at them. Interaction is a core part of this game because every attempt to win comes with an opportunity for the opponent to play a retaliatory action.

open source somehow

I don't know what you call this for a tabletop game but I do want to go to the point where the game is open for others to add expansions to.

Like as it is I'm approaching this game more from the angle of an XCG (expandable card game) where its cards are distributed through several sets on tabletop simulator. I'd love to see sets be made by other people, and have it where the game is open for players to set up and add upon.

Plus I'm a game modder at heart and have always been big on communal game design.

a creative project in drawing and Design

This game is absolutely an excuse to draw cool creatures and illustrate stuff as well as an outlet for exploring game design ideas.

Plus trading cards are cool as both game pieces, art objects, and bits of narrative. It's fun to be able to tell a story about something through the mechanics of a game and the art on the cards.

can't forget that it's a kink game.

This is a game made by balloon and inflation fans for balloon inflation fans. And while I generally like to stay pg-13, this game will get masperatory in the future. There will be plenty of original ideas but also there will be fan characters and just balloons of popular video game characters in the future.

I approached this game from the attitude of any casual inflation artist who wants to draw random things that come to mind and imagine them all blown up. And the mechanics of the game also make reference to Kinks adjacent to expansion.