So I'm going to respond to this point by point. I can't figure out how to do that with Iwaku's quote system, so I'm editing the quote with my comments in blue.
Ok here is my critic:
- I must say i really like this idea, in fact just when you mentioned the souls i could picture what you were going to do with the gamble factor of rationaly spending souls because besides being the fuel of your deck speed and all is also your life points. The concept looks solid, but i can feel it may have somethings to fix in the future that might be confirmed upon participating in matches. It´s because of that that i recommend that rules and mechanics are updated as the roleplay progresses to sharpen the balance.
Of course. I planned on putting in the rules of the RP that the rules of the game, from major mechanics to singular cards, can change as the game goes on in the interest of balance.
-A thought that came to me was that maybe the starting siphon could be linked to the heart card. And a way to make it work would be to have HC with higher siphon get less meaningfull effects, while those with lower siphon have more meaningfull effects. (Just an opinion.)
I thought I said such on there? But yes, the Heart is where your starting Siphon is.
-The four factions are ok, they are nothing surprising in concept but they work simply because it is a formula most card games have adjusted.
If it ain't broke, don't fix it, I always say. Factions worked well for what I was trying to do.
- I feel like adding more worlds would make the game more colorfull or having some of the worlds capable to intertwine to have more advanced decks in the future.(Just an opinion.)
My problem was, I couldn't think of any more worlds that weren't stepping on each other's toes. I was considering maybe something with elementals, actually, Basic World was what I was going to call it. And the Mono-faction rule was basically because, since there's no "Colored" mana, I feel it would be too easy to use a couple factions to negate the weaknesses of the other.
- I feel like Natural world is going to be punished quite alot unless it has a proper way to defend. Time has proven that in a normal situation faster decks have an advantage over decks which take extensive time preparing. However in Yu-gi-oh there are exceptions like "Gladiator Beasts" and "Ritual Beasts" archetypes whose decks ,while not insane fast like other decks, allows in each turn to have a proper counter and offensive which cripples the oponents deck slowly till victory. (Just an opinion.)
That's probably how it will end up running, with them having minor stall cards in the beginning only to have an impenetrable defense late-game. They'll likely still have a weakness to the fastest of decks, but not a one-sided battle weakness.
- The whole soul aspect kept me wondering as to how it would apply in the context outside of combat. Does the fact the player wagers their soul or a soul means that their defeat will end in Death? Are the effects of getting once soul destroyed progressively negative?
The way I see it, most fights are simply sparring matches, wherein no permanent damage is done. You might get the soul equivalent of some bruises, but nothing permanent. And for most users, even a serious fight is survivable once or twice, more for more experienced users. I actually do have in my world notes (read: A couple pages in a notebook) what happens if someone loses too often, and part of it is, in fact, death. Like Yugioh's shadow realm, a card game is really only as lethal as those playing make it.