Monthly Transmission Manifest (May 2025) - Redesign The Card (Frame)

This is the commander speaking!
Welcome to May devlog for Mini Tank Mayhem! Our visual department has been busy overhaul the visual of the game. From tweaking the level until redesign the card frame.
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[h2]Designing The First Card [/h2]
In any deckbuilder game, card design is crucial to make it more stand out than the rest. Our goal is to create a card system that is not only functional, but also visually distinct. Our visual department has clear concept in the beginning: a blueprint-inspired card layout that fits the aesthetic of the game, which is sci-fi.
We want to show that the card conveys crucial information such as Action Points (AP), card stats, and clear card description. Additionally, we wanted the visual language of the cards to be clear and reinforce each type of tank available on the battlefield. This type can be written as follows:
- Assault tanks use a blue color scheme, emphasizing their offensive capabilities and frontline presence.
- Elemental tanks are marked with a red scheme, reflecting their high-impact, often volatile abilities that can shift the tide of battle.
- Utility tanks, which play a supporting role and can’t attack directly, stand apart with a green layout and expanded space for descriptions.

After reviewing our early prototypes and gathering internal feedback, we realized the cards needed a stronger visual identity. While the first design looks solid, it is in need of better design and stronger style. Something more aligned with sci-fi theme.
Some key elements of the card had been revised for improvement. Inspired by Slay the Spire, the new card layout consists of Action Points (AP), card names, and descriptive effects. At the same time, we want to focused more on Sci-fi aesthetics. This means more cleaner UI and readable assets. We want to make sure that each tank type still maintains a distinct color identity as previous design to support quick visual recognition.

The new iteration features a darker, moodier color palette with sharper lines and modern look. We also took the opportunity to make a gameplay improvement by reverting tank stat in the first design. During internal playtests, many players reported difficulty in identifying a tank's stats. The reasons being that they were only visible after the tank card has been deployed. With the new design, players can now assess their options more easily before making a move.


What do you think about the card design? don’t forget to connect with us on social media. We’re building this game with you, and your feedback makes all the difference.