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Celestial Scaling: CCG

Size is the combat axis. Pick a heroine, duel the CPU, grow (or crush) your way to victory. · By FlourishTales

Question About Inspiration

A topic by YrelReversal created 39 days ago Views: 330 Replies: 4
Viewing posts 1 to 4
(+1)

Heyo, I want to bring this up carefully because I don’t want to assume bad intent. I’m seeing a lot of shared similarity with my game, Dwarfing Dreams, especially around the core idea of cards using size ratio / size delta to change your cards' effects? That size-delta based card design and game mechanic was one of the core ideas I was REALLY proud of innovating with DD, so seeing it show up here without any visible credit feels honestly really uncomfortable. From my perspective, it feels less like broad genre overlap and more like drawing from my very specific design identity. Could you please disclose whether DD was an inspiration, and if so, credit it clearly? I know this is a niche sphere, and I’m all for innovation within it, but the lack of disclosure is irking me a bit. I’d appreciate some clarity here, because the overlap feels hard to ignore to me.

Developer

Hey - thanks for bringing this up carefully. I appreciate that.

To answer directly: Dwarfing Dreams was not an inspiration for Celestial Scaling: CCG. I was aware of DD before publishing, and I recognize that "size changes how cards work" is an area where the two games overlap. But I didn't build CS:CCG from DD or set out to reproduce its particular design. I can understand why seeing that overlap, especially in a niche space, would feel uncomfortable though.

The size-changing ideas in my games actually come from the earlier Celestial Scaling project. A big part of the concept came from wanting size to be something that could be communicated very clearly through numbers, charts, and visual feedback.

For the CCG specifically, it came out of a headless game engine I was building for a larger game that is much closer to MTG in its design. I wanted to make something lighter and more contained in between the longer projects, so CS:CCG became a way to use that engine and experiment with the card-game side of those ideas without turning it into another huge project. Some of the things still visible in the game are honestly just artifacts of that process too, like the unchecked Scry keyword I apparently left in there :).

And from my perspective, the actual gameplay ends up being pretty different from DD as well.

That said, I do think DD looks great, and I genuinely like the UI and presentation. I don't want to dismiss the similarity you're pointing out. At the same time, when you're working with size as a fantasy or mechanic, representing relative size through ratios or size differences feels like a fairly natural way to express it, so I don't think that particular concept is something I can reasonably attribute to one game. What I do want to be clear about is that the overlap wasn't the result of me taking the core mechanic from DD.

If there's a particular card or mechanic where you feel the similarity goes beyond the general size-based concept, I'm happy to look at it and talk about it specifically.

Thanks again for raising it directly :)

I want to clarify one part because I think there may be a misunderstanding in what I mean. My concern isn’t that the game represents size with numbers, ratios, charts, or UI feedback. I agree that those are natural ways to communicate size clearly? And common CCG stuff, like yeah, I see the inspiration from MTG and lorcana, thats not what im poking at, thats just how the genre is.

The part that feels *so* close to DD is the utilization of size delta as a direct mechanical layer: the core tactics of balancing that size ratio to mitigate damage and make your tools more successful. Even some archetype identity, such as how in DD, large decks are SMOrc-heavy, thin, light on card draw, while small decks are cycle heavy, and use their size as a resource, feel *very* 1 to 1 with your mechanical designs on Bellatrix and Alya specifically?

That said, I will wait and see if it finds that mechanical identity, because as I mentioned I love seeing innovation in the niche, best of luck.

Developer

Thanks for clarifying - that helps.

On Bellatrix/Alya specifically: those aren't meant as settled "identity copies" so much as bare starter decks to poke at mechanics. Roughly, Bellatrix is my burn/pressure stand-in, Alya is the combo/filter one, and Andromeda is more midrange-ish - basically classic CCG archetype shapes. I wanted a kind of rock-paper-scissors relationship between them, so there would be some natural strengths and weaknesses rather than one deck simply being absolutely better than another. I don't know DD's deck design deeply enough to say whether the similarities are coincidental, but if the archetypes naturally map to things like aggression, control, combo, recursion, ramp, cycling, etc., then some mechanical overlap is probably inevitable. Both of us are drawing from things that already exist and are well known. :)

Anyway, the key here is that I intend to grow this game into a proper deckbuilder (the "CCG" framing is basically me planting that flag early), so these hero decks are scaffolding for testing the systems before actual deck construction exists. The heroine gives you the power and stats; the deck will eventually be user-made, with collection, progression, boosters, etc. One day, maybe. We'll see. :)

The "what changes when you're bigger vs. smaller" layer, for me, is mostly a game-design problem I ran into while building. I'd be curious to hear how you came up with it. I wouldn't be surprised if the reason was the same, because it is pretty obvious, but for me it started very simply: early on, I mostly wanted the fantasy of going big.But if mass is already feeding HP, damage, etc., the lead snowballs hard. That's okay. But if the CPU somehow gets bigger than the player, for example, the player can end up with no real way to catch up. The current build isn't balanced yet, so I'm not saying this is solved, but I really don't like situations where falling behind effectively means the game is already over.So I started looking for a simple comeback/catch-up handle: if you're behind on size, there should be things you can take advantage of because of that, rather than simply being punished for being behind. Having cards that care about being behind was me addressing that precise problem.

Thanks for the good luck, too - means a lot.

👍✨ Umazed