#đă»suggestions-old
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Making the entire mechanic chance based is a not good design decision to balance it
If it was specific to the magic deck, as opposed to the voucher in general I feel like that would be less of a problem
It's really the only way to alter your core deck, tarot cards, correct?
The deck directly gives you the voucher. You canât nerf the deck without nerfing the voucher, unless you want to give you a downside outside of the tarot mechanics (like black deck), but that would not fix the problem
Seems like kinda have to rework the whole mechanic of tarot cards..
But the downside could directly affect the voucher
or at least how you get them.
like I get that it's not super clean or anything
but the magic deck could be "start with tarot reading, but it has a chance to proc"
I definitely found myself gravitating toward the deck that gives you that personally because I feel like that's a big part of the gameplay, is altering your deck.
I guess I'm just unclear whether the problem is with tarot in general or the magic deck in particular being too good
I really donât think itâs a good idea for the game
I don't see it as a problem where it's localized to the singular specific deck that seems to be one of the strongest decks
I feel like tarot needs to be changed kinda in general, it felt a little bad to me that they share space with jokers. I would be later into the run and have 6 jokers I like and didn't want to drop one to buy a tarot card in the shop. I don't know if the fix is having a separate inventory for tarot or what. It also felt bad having the spawn 3 cards, like how often besides at the beginning do you have 3 open slots. I know there needs to be some kinda of management or downside to picking something up but just how I felt.
It seems a problem that planet and tarot cards are pretty unimpactful unless you have the booster pack thing.
I like this idea, or maybe make the crystal ball only proc once per ante or something? Its either that or possibly change the amounts that are effected. Like only one card per tarot, money would still reign supreme but lik the steel or gold/ lucky cards, you could make the multis, death and bonus cards only change 1 card to their effect, as in death would only add 1 of whatever card you choose. Obviously money and boosted rates for tarot would still allow you to find/ change more of your deck. But you wouldnt be able to make 13 multi and bonus 4's and 8 jokers with like 4-5 tarot cards either (like @lyric lance did in his last video) đ sorry for the call out btw.
that was my first suggestion above lol
I guess what I'm saying is I really like the mechanic of tarot cards and altering your deck and feel they should almost be more standard, like no matter the deck. Albeit probably needing to be nerfed.
I think thats my main draw back from the tarot cards, they are important, but he is already trying out the idea of a seperate holding area for the planets/tarots. I felt like thats my main reason the magic deck was OP because it gave you insta use (and free) tarots. So you could use them without needing to free the inventory by removing jokers. But the other option would be like the shop i suppose. Where it stays as is but maybe you still have to buy the tarot cards at cost? Gives you the guaranteed tarots and insta use features, but makes you need to manage money early game so you can get to the point of building interest?
Not sure if thats a potential fix or not a big enough nerf. Making the crystal ball effect give the insta tarots, but still needing to buy them like if you found in the shop. And you could still only get one per hand like now, you just need to buy them. Thoughts? @obsidian apex
I could see a separate part of the shop and separate inventory for them, it seems like they are a different mechanic than the jokers and it felt bad often having to chose one or the other, especially since after using one then I just have 5 jokers for that battle/round.
I feel like altering your deck should be an integeral part of the game not something you need to spec/luck into.
but I don't know anything about game design lmao.
really liked this one though, can't wait to see it grow.
The joker system feels great, and so to tarot cards I just feel like they should be more separate and tarot more integral maybe?
Also I feel like the plant system and leveling up could be altered/made better. Maybe there's an upgrade tree/talent selection at break point for hand levels or something. Like the joker that makes flush and straight only take 4 cards. Something like that but for all the hands?
this is what localthunk was testing
well
the separate inventory slots
Yeah I see he said it wasn't solving it, but not quite sure what specifically that means.
Do you mean like the space joker? I think its under rated myself but i get it. I feel like maybe it doesnt get used because it levels the hands to rarely? Its a 1 in 4 right now right? Maybe bump to 1 in 3 (2 in 3 with oops all 6s) OR make it a 1 in 4 to gain 2 levels with the hand played? Not sure but ive seen people get their pair base value higher than the straight flush because their pair was leveled to 26-30. I just think as it stands the space joker doesnt provide much difference from the planets themselves, aside from the fact it can level the bonus hands like 5 of a kind or a flush house
No I meant that it seems like tarot cards are a lot more impactful than plant cards, so maybe they could upgrade hands with talents or abilities instead of just levels, like once you have lvl 5 or level 10 flush it only takes 4 cards, maybe for pair it could be 1 value above or below, for Q,K is a pair. spitballing but yea.
maybe too complicated, it just seemed like when I played with the planet deck it seemed a little too.... straight forward? just upgrade one hand over and over.
The issue is more with the deck or the crystal ball i feel, obviously boosting gameplay overall by letting more decks use the tarot/planet storage, you give that same buff to the magic deck. So it makes the tarots better and wasier to use, but with the magic deck you still get an extra 2-4 tarot cards each hand. So it just adds more tarot cards ontop of more tarot cards making the deck more used in different ways.
oh for sure the magic deck would have to completely change if you reword the tarot system.
Making the magic deck have a chance of proccing is not a good solution game design wise. As people have pointed out, tarots are the only way to mess with your deck which is what makes them fun to use. Making people use them less would just lead to the game feeling worse. A better fix would be tuning down their power and making them more common so that with the magic deck you still get the fun of using tarot cards and without it you still feel like you can change your deck without breaking everything to bits (edit: accidentally said making people use them more instead of less lmao)
I think thats what he is running into. So my thought would be to change the effect of crystal ball to only give tarots once per ante. đ€·ââïž idk a better solution.
I guess it's like 80% of the power budget of tarot is in the magic deck. if you had an inventory the magic deck/booster could just add more tarot storage or something.
Thats an idea, like the over stock but with tarots? Magic deck just give you +1 and then +2 tarot storage? And i assume the telescope deck would still function the same?
I don't know if power budget is the right wording, but I mean if tarot cards were built separately as more of their own system outside of having an upgrade booster or deck then you could do something different with the magic ball deck.
Yeah I mean I could see tarot, planet, and joker all having their own sections in the shop. the cards to see more of them just working like overstock, and the magic ball/telescope boosting your storage for them?
though not sure how much having more storage would be powerful/worthwhile with consumables..
maybe have a tarot phase like right now outside the round and the upgrade lets you discard/redraw the cards you get to edit, and make them unusable in the normal round?
I just basically think that the act of editing your deck that tarot cards provide should be baseline.
cause it's fun
and adds a whole layer to the gameplay.
that currently you kind miss out on unless you have the magic ball or the magic deck.
totally personal opinion/view here, even though I have a degree in game design I absolutely do not consider myself an expert in either Game Design or this game:
I don't think having tarot storage really does anything good for tarots, I think they should be the go to way to edit your deck without having the possibility of being used as a consumable as it seems to me that that throws a big wrench at the power level and usability of the cards.
I would remove the consumable component entirely and make people be able to use them exactly like the tarot reading works everytime you pick one up.
This in turn would make the changes I proposed earlier a bit easier to balance as the increased frequency coupled with the consumable nature would fuck a lot with balancing as you could use some of the tarots to cheese blinds by artificially making good hands to play.
So, to recap:
- Lower the power of tarots
- Increase frequency of tarots
- Remove the consumable nature of them and make them the go-to way to edit your deck using the tarot reading screen when you pick one up
Of course, this would break some tarots like the fool which would need some rethinking/reworking, also, everything that I have proposed might screw heavily with the intended design of the tarots which of course might not be a direction that the developer wants the game to take and that is absolutely respectable
yea I like the thought of every time you buy a tarot you use it in a reading
or even having a reading after every round and you have to pay for the cards.
you could buff number of choices of tarot, reroll portion of deck editing, reroll tarot choices, tarot costs etc with boosters/jokers.
I think part of the coolness of the tarot reading is the inability to reroll it
I think it would lose its charm by allowing rerolling for deck editing purposes
it could for sure make it overpowered.
eeehhh that depends on cost and how much you can do
you could make it super limited... but that would make it a pretty dumb addition
I think it portrays well the vagueness of a tarot reading by not allowing rerolling and only allowing edits on a random part of the deck
I am a big fan of the tarot reading mechanic x)
yea I like it a lot, to me it seems like that should be the base system, not the buying them and storing them in joker slots to use during a normal turn.
for me the saddest part is just not finding them
they are such a cool mechanic that in my eyes elevates the game to a whole new level of fun and sillyness
I do see that using them in a normal joker slot makes them really powerful because you can wait for specific cards to use them on which maybe makes it worth losing a joker slot over it?
so going to late game and being blocked by not having the possibility of buying them or not finding them at all feels pretty bad in my eyes
I haven't played enough to say for certain if they are worth the joker slot
I only played the 50 rounds demo and then watched some videos of the game
yea I used my 50 rounds so now I'm here theory crafting lol.
shoutout to GothicLordUK x)
same here tbh
this would also affect the soul as well
I'd love to get my hands on the game cause I am incredibly intrigued by it by so many perspectives, I love it personally as a game but I am also super intrigued professionally as a game designer and a game programmer myself eheh
the soul is the joker creating tarot right?
in the case that it is, it could still trigger when you pick it up or stop you from buying it if you have full slots... or make you exceed the joker cap until you sell one EHEHEH
Thanks for the discussion everyone. My comments were about the Crystal Ball voucher, not the Magic deck (magic deck is a symptom, not the cause of the issue).
Months ago, tarot reading and planetarium were part of the base game, but for new players I felt as though that was adding a whole system of complexity that they didn't need to understand just to play the game.
That's why there's the option to get the crystal ball. However, for mid to high hour players tarot cards are essentially a requirement, so now a run is either dead or no fun without the crystal ball.
The separate area for tarot cards ended up being a solution to buying tarot cards in the shop once you had a full suite of jokers, and it also makes the tarot related jokers much more viable, but it did nothing for Crystal ball since there's no way you're buying 1 or more tarots from the shop per round. So I still like the separate tarot area, but not as a way to fix crystal ball.
Something separate but related is the lack of things to spend your money on in mid to late game - when there are so many huge economy cards but nothing really you need to spend it on round-by-round.
My next idea for a solution to the problem is:
-
Add Tarot Reading as some kind of option in the shop, maybe a Tag you buy, maybe a booster pack, maybe just a button. Spend $5(?) and get a tarot reading after selecting the next blind. maybe it goes up by $1 per ante. Spend another $5 to give it 4 options instead of 2
-
Buff planet card upgrades. I have already done this in my dev build but now planet cards upgrade chips/mult by more per level. Should swing the balance a bit
-
Nerf some tarot cards. They are needed to modify your deck, but some of them modify the deck too quickly (death from 3 to 2, wheel of fortune odds reduction, suit modifier from 3 to 2 cards, other nerfs of that nature)
-
Add a separate area for consumeables. Base game will have 2 slots. Maybe magic deck just allows for a 3rd. You can think of this as a tarot buff since you theoretically can start using them on your mid-round hands more often.
-
Come up with a new idea for crystal ball. Maybe it decreases cost of tarot reading (crystal ball) and upgraded adds one consumeable slot (omen globe)
I am thinking changes like this would
A) Keep the game pretty much just as simple for a first time player. Biggest difference would be a new area for consumeables, but since a tarot is already in the tutorial I feel like that is not an issue.
B) Make economy jokers more valuable (risk/reward is the fun part of this game so choosing to get them instead of mult jokers is maybe better in the long run) AND necessary for deeper runs.
C) Make all other decks suddenly viable, since you CAN get tarot readings with any deck at similar frequency
D) Keep tarot readings themselves the exact same, because I like the whole upgrading random cards thing.
so the system for having consumables means that there would still be standalone tarot cards available in the shop to purchase the way they are currently, in addition to the purchasing a tarot reading? I do like the ability to use them mid round as sometimes it can save your butt per say or let you wait to upgrade that specific card. Will it be as it is now that the cards are intermixed with the jokers or will there be a separate slot in the store for tarot/planet cards? All in all it seems like you have intentions to make tarot cards/deck editing a bigger or more baseline part of the game which is awesome, as like you said it opens up other deck choices more I think.
Are each of the five proposals separate, or one overhaul package?
One change, just broke it down into the parts it would require
I figured, just confirming
There would be separate Joker and Consumeable areas (5 jokers, 2 consumeables I think)
And yes, tarots in the shop in addition to whatever the tarot reading thing would be
that seems cool to me. Just to reiterate really love the game haha, itching to play more past my 50 rounds. You have done great thus far and am sure it will grow in a good direction.
If crystal ball is changed to have cheaper readings I think that it might make more sense for the magic deck to have some up front benefit, like 1-2 free readings at the very beginning or something
Since most decks have immediate value
may not be needed though
I do wonder if the suit changing tarots need to be nerfed where it seems like flush based decks are weaker
Joker Sugestion re: "Buff planet card upgrades. I have already done this in my dev build but now planet cards upgrade chips/mult by more per level. Should swing the balance a bit"
The Astronomer: Planet Cards are triggered twice when used.
At the cost of a joker slot, you can ramp up hand levels faster, allowing for a more focused build
suggestion for magic deck: start with the tarot merchant voucher. tarot cards are 25% cheaper
Thank you very much for the detailed breakdown of the issue + solution.
I actually really like the changes you brought up and I absolutely believe they are a step in the right direction.
I absolutely love the idea of a tarot cards booster pack, I find it hilarious, I wouldnât go for the tag as I like that the shop is all physical in a sense. You are always buying a physical card or voucher, I think buying the little thingy would feel off, same thing for just clicking button for tarot reading. Maybe you could have it as a ticket to visit the tarot reader instead?
As per Crystal Ball and by extention the magic deck, maybe they could give +1 card per tarot reading to choose from and then the upgraded crystal ball could give +1 card chosen so you get 2 out of the 3/5 cards you see in the tarot reading
I have a blind suggestion, may it be boss blind or normal
Chaos blind, it randomizes the value of every card played (from 0-10 chips)
1 -10
Possiblely just a pile of discarded cards
Playing against hook I sometimes forget what they handrip
This is related to the counting cards discussion earlier in this discord, essentially I don't want to show discarded cards/remaining cards in deck because I want to incentivize counting cards.
The Hook is an edgecase that should maybe pause a bit longer to make it more obvious which card is being discarded, but once it is in the discard pile it's up to player memory
I donât know if this is too cruel or too hard, but maybe a blind that debuffs even/odd cards?
Suggestion: Burnt joker should also show total number of added hand size rather than just count until next increase
also would be cool if the boot joker showed the increase, don't know if that's hard to do. math hard sometimes.
New Tarot card concept:
âą The Obedient
For the next hand played, if it doesn't contain Face cards, all poker hands get +2 Multiplier. If it does, all poker hands give +30 Chips.
@obsidian apex make a mobile version of the game, ill buy it, i need it
you have 20 minutes
Its already been suggested and will likely be added but only after the game is released fully. Hes trying to figure out balance and bugs with the main game before worrying about trying to make it a mobile game.
Obviously just adds more work to release a game thats still in beta as a mobile game, and hes trying to make sure the game is a good functional product before mass releasing. Unlike some games he actually cares about his fans/players and not just the money đ
The game is a good functional product though
Yeah but theres still some balancing issues and kinks hes working out. This next update will change the dynamic quite a bit it sounds like.
But its up to @obsidian apex in the end. I just know the mobile version is likely to happen (from my understanding) but not a first priority at the moment.
I dunno if it's overpowered but it seems like a joker should do its given multi before the polychrome 1.5?
@obsidian apex add something about phone/tablet versions to the faq please!
Deck Variant Suggestion: Mysterious Erratic Deck
The Erratic Deck, but when you click run info, the Deck screen is just a big ? with no info. You have to just intuit your deck structure as you play.
That is a great idea for a challenge run
Challenge run is a great use for it
Challenge Suggestion: Rigged Deck
Start a run with the Red Deck. 1 card in the deck is secretly a mine. If the mine is ever played within the scoring components of a hand, it explodes and the run ends. Can you figure out enough safe cards to take you to victory?
You are evil, @lyric lance , and I can't stop watching your videos. đ
You should re-watch Road To 100% video #8. You had me screaming at my TV last night, because you went into the run hoping to discover the last tarot you hadn't seen yet, and you are offered it right near the very start and skip it. đ
I have a challenge run deck idea
The Shredder: After every blind, two cards, picked at random, are destroyed
The goal is to either get as far as you can or beat the boss blind before you lose or run out of cards
^ this is my personally favorite idea i saw on this server
Thank you!
Challenge idea: Big Spender
Everything costs 1, but jokers donât appear in the shop
Roll seeps into the wild
LocalThunk loves it!
I'd love to see a challenge where you have no shop and get six random jokers every blind
Challenge Suggestion: Printing Error
When cards are drawn from the deck to the hand, they either
A) Have a rank and no suit, OR
B) Have wild suits and no rank.
Cards with no rank score 5 points, and can be played in groups of any 5 unranked cards to make a flush.
Cards with no suit can never contribute to flushes/straight flushes.
When a card is returned to the deck and later re-drawn, re-randomise its status between A and B.
I'd love a challenge run where you start with six jokers, but theyre all face down
can you win without knowing what they do?
This isnât a troll suggestion, I just donât have the right words to explain it yet
An exodia Joker could be really cool, you could maybe call it âThe Final Jokeâ when itâs fully formed
Each piece of âThe Final Jokeâ has a very weak payout or buff, but when you get all five pieces, they merge and you get a busted Joker card
All the cards could be a piece of a Joker card, like bottom right corner, bottom left, top right, top left and then the middle
how about the other half of the half joker. when you have them both they combine to give you +30 mult always or something
THATâS DOPE
THANK YOU FOR THE ASSIST
MY MAN
it would be very funny if it was named just "the other half joker"
and they combine to the full joker
the joke
The full card could be called âhalf joker squaredâ
Would the ripped area just be fixed with some kind of see-though tape?
0.5^2 isn't 1 though
đ§
For real though, I realized that the moment I said that lmao
I just think the name would be funny
the true prank - they combine into quarter joker
Imagine they were just stacked on top of one another lmao
This has already been suggested, but itâs such a good suggestion I have to repeat it
A creative mode/sandbox mode
This could be great for finding bugs and just messing around with builds
Challenge runs
adding a slot machine joker will get the dopamine flowing
it would be nice if there was a quick way to check how much of each rank you have, so it's a lot faster to check what ranks to go for "of a Kind" when you are starting the run with the erratic deck compared to just counting each rank manually.
kind of like how there is already a count of how much of each suit you have
^^ Like an "advanced" view of the deck would be nice
So seeds are 8 characters long. What about some secret/silly seeds?
'Diamonds' is a 52 diamond deck
'theroyal' is a deck of all face cards
'oddities' all even cards are swapped for odd cards
'5legends' start with the legendary jokers
'windows8' start with 8 glass cards
'24karats' start with 24 gold cards
'Benjamin' start with $100
None of these are designed to be balanced or challenging, but it's a fun way to add something silly. I know Binding of Isaac has some like it, but no idea how hard these kinda things are to implement.
'negitive' all cards on the shop always have the negitive property
all jokers run
âPolyfoilâ every card in your deck is either foil, holographic or polychrome
Maybe the new Arcana and Celestial Packs could be laying in a case in the shop (visually).
Something like this
I had a Joker idea that could be fun
âThreeâs companyâ
Every time you play three threes, add a 3x multiplier to this card
Button on endgame screen to show final view of jokers/tarots/vouchers used, similar to Run Info (unless I missed something, didn't see a way to check that after the run ended)
You can technically click on Endless end then see your jokers, but yeah, it would be nice to not cut off the jokers on win screen
Yeah even with jokers shown, a full list of names + foil/holo/etc as a separate menu (either in main menu "view previous run", or end screen "view final deck")
would be amazing for people to share
since I have no clue how to identify the jokers from pictures after only 50 rounds so far đ
The problem with listing them, is that itâs possible to have âa lotâ of jokers, so they wonât fit if you textually display them
I know that this may be very, very down the line, but, when thereâs a ton more Jokers in the game, letâs say 200-250, it would be cool if Jokers you already have tagged you to get other Jokers that synergized with them, even if the tag was pretty weak
make the game modder friendly (in future)
i think it would be good for longevity :)
Foil deck needs a buff or revamp, I feel as though itâs very hard to get off the ground and not that helpful during the early game
suggestion: accessibility setting to turn off animated backgrounds
An irl card game when this gets big
Would a setting like a basic "mini" overlay be useful? Think Binding of Isaac there is a setting for an overlay over your stats such as crit, spd and dmg. Now naturally there isn't crit and such in Balatro. However, there are "constant" changes to your deck (depending on build). I do realise there is a button for this. However, I do find it tedious that I need to open a whole menu more than I would like to admit.
For newer poker players it could also be useful to see what you need for full house, straight, flush and etc.
- I personally would love to see a quicker and more natural way to instantly see how my deck looks. How many aces or 8 of diamonds there is in total. Maybe if you were able to just hover your deck in the corner a more advanced overlay would appear as long as you hovered it?
Equally, a button like this could be put here and when you mouse over it, it shows you your listed hand levels, without having to navigate a menu
Golden Stamper (Joker or maybe voucher): 1 in 25 chance to choose a card to be a "Gold Seal" at start of round. (works in a similar screen to that of crystal ball/planetarium)
A joker/voucher that makes tarots affect an extra card (Death 2 -> 3) etc.
Mmm Like how "Oops all sixes" makes all X/Ys X+1/Y a joker like 'The Count' stylised as a vampire makes all Tarots add +1 to number of cards impacted.
That was the original Cartomancer effect - maybe time to bring it back
You could change your approach to the problematic play score jokers as the way the wording is right now is very programmatic.
You could maybe reword them to work within the rules of the game itself.
Since you can upgrade cards with extra multipliers and they already work only when played within a scoring poker hand, you could word these Jokers to give the bonuses to the cards themselves. Animation would still be the same, but the wording would be friendlier to the rules of the game.
For example certificate could be something like:
- Enhance Gold Seal cards with x2 multiplier (to keep a wording similar to the tarots)
- Gold Seal cards have/gain x2 multiplier (super straightforward)
These are just examples, maybe you can find a better way to word this
Name: ââââââââ or [REDACTED]: At beginning of each round, it becomes a random joker until the end of round.
Name: Hydra-Joker-Each hand played counts as 2 different applicable hands (aka full house would also be counted as a three of a kind)
What do you mean by 'counts' in this context, could you elaborate?
Of course: For scoring purposes, a hand would score (points and multiplier) as an additional hand as well as the next highest applicable hand (points and multiplier). For example-take a full house. A full house also has a 2 of a kind and a 3 of a kind in it. A full house with this joker would have the points and multiplier of a three of a kind (next highest applicable hand) in addition to a full house points and multiplier
So add next highest poker hand chips and mult to this poker hand chips and mult? I think I understand
So a pair would add chips and mult of high card
Yeah-if its too powerful you could make it a percent chance to trigger
Ideas below are not tied to anything in particular, just examples for things. If someone mentioned something similar from the list - sorry
As mentioned before - consumable jokers, that work for limited amount of rounds, or until (something happens/ chance procs).
More jokers that have a downside for one thing, but a (bigger) upside for another. Not like Ride the bus, but more like Delayed grat.
Virus/Rabbit - duplicates itself and gives very small bonus (aswell as money for selling the dupes).
[Cow]/Coupon - similar to above, but gives another joker as a bonus. Might be specific for the spawn, might be just random from (common rarity). Kinda similar to Catromancer, but for jokers specifically
[Alien] - has a chance to destroy random other joker, gains permanent bonus (gold/+mult/chips/xmult etc), depending on rarity of the victim (ceremonial dagger, but more random/fun/powerful)
(How to train your) Dragon/Matryoshka - joker that has multiple "forms" and evolves over time. Whether just limited to blinds/blood gold collected/something else.
Adventurer - similar to above 2, but requires something specific from the player - specific hand played/skipped some blinds/boss defeated with some special conditions/ etc
[Twins]/[Ying&Yang] - jokers that are supposed to work better together, similar to combining 2 low power jokers into 1, but with idea that they should be fine as standalone. Should be both rares, with already "ok" effect.
Piggybank - lose some gold overtime, but greatly increase its sell prize.
And some basic ones:
Magician - give all other jokers random [non negative] Edition)/all cards player random enchant for this hand only
[Onepunchman] - gain multiplier on FIRST hand played. As dumb as it looks, it would be more interesting than Acrobat imo
it would be funny if you got acrobat and onepunchman to work together on the needle and accumulate an unessecary amount of chips
also [Highlander] - some big bonus for playing a single card. With big enough bonus might make some fun runs
Lots of really good ideas there. The rabbit, alien, piggybank are really fun. Maybe if more jokers need a new effect I'll look at the suggestions for a new one
Really like the idea of Matryoshka
these are really good!
one thing I was thinking about was round specific challenges that if achieved would upgrade an existing joker to foil/holo/poly
Not sure if this exists but maybe a blind that requires being within a range of scores as opposed to exceeding one would be fun (and challenging). Would force you to think about your play so as to not overshoot and just go for highest number possible. Maybe as a boss blind.
I feel like that should maybe come with some way to estimate or see the score before hand
The hydra: for each 7 cards discarded gain +1 max hand size next round
Tweedle Dee: Every unique pair you play adds +2 multiplier to this
The antiquarian: x1.5 mult for each different type of edition you play. ( gold, glass, steel, bonus, mult, stone)
Tragedy: when a hand is played has a chance of breaking and making the joker to the right negative
So one use only, the tragedy finishes and leaves one of your jokers negative. Needs to be kept around for a bit before doing its thing
Deck idea:
Bourgeois tarot
Has standard cards, an additional "knight" card, in each respective suit which is worth more than a joker but less than the queen.
In addition to this there are 21 specialised number cards, which act as the trump cards in the french tarot game.
Tbf though, it would be very different to the current card layout
Otherwise there is the other french game i know, 'belote', in which cards 2-6 are removed which is more realistic
I think a Eucher Deck would be interesting
It ill be cool to add the first 2 cards or 4 cards of la loteria mexicana
-The first one is "El gallo" or the cock (sin albur) and it represents strenght and the strugle of fighting. its the first card of la loteria cuse it also represents the new beginnings and the first hour of the day.
in game // as it represent the start of the days it will be good to make the first hand played had x2 multiplier or a x1.5 multiplier (I think there is one joker that adds a multiplier to the last hand played but I dont remember, this could be its counterpart i think)
-The second one is "El diablo" or the devil, some people say that El diablo is the one who created all gambling games and it represents the envy, the greed and the ambition on people.
in game// I have various ideas of its effects in game since there is a lot you can do with the devil, lore wise. you can make the 3 pair of 6,6,6 and 3,3,3 had a multiplier of x6 with 1/6 chances to trigger and .333 chance to just disappear from your jokers. It will probably be really difficult to work around but it could give you some free wins, idk.
the other two are "La dama" y "el catrin" but i am still thinking of ideas, maybe you can make them had an effect only if you had both of them and increased that chance of make the other one appeared if you have one already.
or make El catrin had an intraction with the black cards and la dama with the red cards
maybe a joker card that adds chips or a multiplier if your cards add up to a certain value?
jokermatician
Have you thought about aesthetic only unlocks like card skins? If so in Italy there is a card game called briscola that uses an Italian deck. Pretty much same cards but jack becomes Fante (knave) queen becomes knight (cavallo ), and king is still king
Also the suits are spade (swords) , Coppe (cups), denari (coins) and bastone (branch or baton)
Thats a spanish suited or baraja española, that will be so cool
That one right?
ya man that looks very similar! Is there a similar game to briscolla in spain?
All decks came from similar originsafter all
rare joker suggestion: +1 mult after selling a card
A way to play 6 cards could be interesting. Would be awesome to hit a 6 of a kind
Example Joker: Randomly plays an additional card from your deck into your hand
This suggestion is for the boss blind: Arcane Eclipse: Card Enhanced are Debuffed.
True Credit Card: get $1 (Balatro money) per US$1 (real money) spent
||those two suggestions are jokes if it wasn't clear||
Should probably worded as âenhanced cards are debuffedâ instead
easy enough XD Edit:done
Might be one I replace soon actually, there are some pretty blah bosses in the game at the moment
That one seems interesting
Is there? I can only think of -multi per discard one
That one is pretty meh, same with the one that subtracts the hand level
I think there is opportunity for much more interesting bosses for sure
It would counter against Tarrot cards just like "The Fish" is a counter to planet cards.(partially anyways) [the ox for chip part of planets]
If the planets get buffed maybe, as is itâs a bit annoying for most of the play styles (hand types)
I think things like the wheel, the plant, some of the final bosses, the wall, the needle are more interesting effects than things that are just mult or chip debuffs
And all the bosses that don't let you play a certain hand type, anything you arent always able to ignore
I think there's a ton of opportunity for some fun ideas there
Always thought an anti-econ boss would be great but super hard for example. And very different from other bosses
you mean like "The tooth"?
More harsh than the tooth - I mean a boss that punishes having a lot of cash somehow
The tooth is an anti-econ boss for sure though you are right
But it applies regardless of how much cash you have
like something like -1 mult for every $10?
or like -1 chip per dollar you have, but yeah something like that
if you do that to someone hopelessly rich, maybe you should give them a way to incernate their money XD
so it's not just game over
youâd reroll yourself down in the pre boss shop
very true
boss effect could also trigger first so any +chip jokers could still mitigate
if you would be this guy, you would be able to either reroll until you get Fool or just overpower with banner/bootstraps anyway
the bootstraps does mult but if we are doing chips... then it's multiplying zero chips unless we are considering it after all the math.
so the first option seems the only viable option... unless i'm forgetting something.
Banner adds chips and if it triggers after boss blind ability itâll be fine
true but that doesn't scale on econ.. just discards.
yeah, but you mentioned the screenshot where person was going full on discards. and for endgame, even if i have a grand flying around, i also have more than that from space joker in chips anyway. also again, its very easy to roll for Fool as of right now
Fool doesn't disable anymore, don't know if that would change things a bit
i saw your message about Fool. and for that i will say.... im not looking forward to rerolling mark into [your suit is disabled] đ
its a good change most likely, but yeah, gonna be rough especially for endless
I'd love to do a boss balance/effect update so I think I can address that from the other side
If the issue is that the boss is just not fair I'd rather fix the boss than give the player an easy out
i think the idea of having bosses that will always just kill you is a good thing. you kinda need to be prepared to play around it. and its not like you have time/resources to go foll on one suit/face cards etc in 10 antes*
Mark is still too hard imo, even for 3 of a kind it might be too annoying
I agree I don't want to nerf bosses, I just don't want to make them an instant give up like the Mark often is. Especially now that there isn't a fool. I think punishing pair builds is good but maybe there's a better way for me to do it with the Mark
Mark doesnt just punishes pair/3 of a kind/2 pair builds (starter pack), but also 4 of a kind, full house (which is imo the best way to go, followed closely by flushes) and 5 of a kind (which is the best thing for endgame)
and i dont really see a way of changing it (or a need for that) to change it just for pairs. maybe i am wrong for the most playerbase, but again, i think there should be bosses that just make you lose, if you are going full on something*
i think giving a player a reverse uno card is still a good way... i mean i know there is still chicot but a consumable that let's you do so would be great or change it so it lessen the effect of the boss... say instead of "No straights" "1 in 2 straights are debuffed".
even if this isn't the way... giving players options to combat it would be amazing.
Maybe a controversial opinion - after watching a lot of people play for the first time - the base game is too easy. Especially when you never have to hedge your bets on a build
So I want it to be more difficult anyway, definitely for a 1st win. Many roguelikes don't let you win for many hours until you really learn the game
agreed the game actually starts in new game XD
im not sure if WINNING for the first time is easy, but first 8 antes feels like a peace walk for new players (who knows how to play roguelikes)
I have scaled the Ante numbers up quite a bit, and with 5 jokers I think the difficulty may be in the other direction
But time will tell. It's a balance
yep, was about to right about that^
i feel like from a new player standpoint (me), bosses that'll punish you for not considering branching out with synergies are great.... as long as there are enough unique and connecting paths for synergies
kinda forgot about that -_-
Don't worry I won a run and I suck at the game
I have no clue how yall did the 10 in 10
What if you could remove a boss ability by doing a particular condition... like "No Straights" is removed by doing "Five of a kind"?
also, on a balance topic, there are a lot of games that are also too easy base game. things like StS or LbaL are really easy (if you know what you are doing), but the ascensions system exist specifically for this
lmao i must be a lot worse at roguelikes than i thought, i barely made it to 5/10 in all my 50 tries đ
oh god... a debuff new game system.... that would be nuts
Absolutely glad you brought it up, that is the 1 thing I am most excited for
Challenge runs
I want to build a system where they are easy to add in and make like a hundred of them
Or weeklies
force a deck and give different debuffs?
Yeah and force unsellable jokers
Or other conditions that are not found in the base game
Like Oops! All bosses
boss blinds only
i might have said that in a wrong way, i just played a lot of roguelikes and i know how math is designed for these games. if you could not reach ante 5 in your demo rounds, no need to worry about it, you will learn the game more when it realeases and it will also be easy for you at some point
now we need cursed jokers
jokers that jump out of the shop and require money to remove XD
i thought about idea of applying negative to cards, by making it be actual negative for you (kinda like marks in LbaL)
LbaL?
lol its totally fine, i was only teasing. often at the beginning of many roguelikes i play, i make more extreme moves and a bunch of leaps of faith just to feel around and see what works and what doesn't
luck be a landlord, roguelike with slot machine elements
never heard of it i'll check it out :3
oh you're in for a treat
It is similar in concept - if you like Balatro you might like it
be careful, you might lose couple of days into it
Don't worry I only made it to 7
hell i've lost weeks to the game and i havent even played it, just watching the same playthroughs over and over again was addicting enough
i'm in new game and didn't make out of ante 10 on the non new game -_-
although I admit more than once I accidentally forgot to select a card
thats so real, sometimes my adhd goes on a murder spree with my memories and i discard an absolutely fantastic hand
same... maybe we just need a "Idiot highlight" feature XD
also the memory of me accidentally skipping a planet card instead of confirming my choice will forever haunt me
highlights what you have selected.
we should prob take this to #đă»server-chat if we want to continue this convo (please im so bad sometimes)
I think adding a border around the cards you have selected is a great idea
yeah, the button on this one is rough. but i believe its getting reworked, so no need to worry about it anymore
Is it?
I may have said that I can't remember
I honestly think it is because it is red
Like if it was blue or something it would probably be less clickable because there are so few blue confirmation buttons in game
I can't remember but is the confirm button also smaller than the skip?
I guess I made the skip button smaller in the next update
for myself i want to have a button that skips them, without additional popups (are you sure that you want to skip etc), but for most players i think there should be 2 buttons, or the beforementioned popup
I hate popups
skip is in the middle, so you want to click it, use button appears only after you selected the planet
Same with the boss ruining your 5 card hand, I like the punish. It's a dog eat dog world out there
I think a confirmation prompt to skip would be ok if it was only when someone had a planet selected
like hey you have a planet selected are you SURE you want to skip
I think someone would click - then they would see a popup and not understand what is going on and get mad at the UI - then keep making the same mistake over and over because there was no consequence
Sounds draconian
But the punish helps you learn faster and have more fun later because your inputs are better informed
So I see that mistake with new players quite a bit but only for a run or 2 with the planetarium
BETTER would be to not need a skip button at all
yeah I definitely made sure not to do it again I guess it just felt more punishing because of the limited rounds we have in the demo
how many times have you seen someone who record videos for YT suffer against <5 card boss? đ
that shits funny everytime
I will not change that boss because of how entertaining that is
the only time I encountered it I had the joker that let you do straights and flushes with 4 cards so I kinda steamrolled it
pop ups almost always make me annoyed enough that i just dont think about any future pop ups, and i always end up ignoring only the pop ups that would actually help me
Yeah I think most people are like that, popups are a crutch for poor UI elsewhere
I think they are needed sometimes, but with a game like this where things arent that complicated on a granular level I shouldn't need them
in my case they aren't even a crutch, they just push me away from the gameplay aspect
definitely, like a confirm button early on is super nice to have, but it gets annoying after a while
popups are good/fine for games where you jsut unlock new mechanic and the popup autoremoves itself after encountering it couple of times (or you can disable it in settings). example from game that probably noone here knows - antimatter dimensions, where they done it very well
I was thinking of adding a system like that for tarots/planets before adding them to the tutorial
I guess I have popups for unlocks...
speaking of pop ups necessitated by extremely complex interactions and abilities, i just remembered mtg online's maintenance ended at 7:00, so ill see yall later!! really looking forward to the full release, and actively restraining myself from begging for playtest ability /j
tbh the wait is going to make playing the full game a near-ethereal experience, given that i was so painfully hooked by less than 2 hrs of play. looking forward to losing my mind rapidly over this game
Howdy
Went through the 50 demo rounds, there was a moment where I wanted to check my most played planet card because a shop had a card that had an interaction with that specific wording but there was nowhere to check what it was. I may be wrong/misremembering, but I think it'd be cool if there was a place I could check stats for played planet cards, unless I missed it, I couldn't find it anywhere at least!
this is the 'High Scores' page in the Options Menu đ
Oh I couldn't find that menu, good to know it's there
I was expecting that to be in the stats thingy
didn't expect that to be in the options menu, a bit unintuitive imo
Joker Suggestion: A joker that when owned, allows you to order your played cards before playing them. This way, I can put a polychrome card on the right of the hand even when it's a high ranking card that would normally be on the left, or I can play a steel card on the right, so I 1.5x a higher number from cards being scored before it.
You can re-order your cards in your hand, but when you play the hand they are ordered according to the games algorythm automatically. This joker would override the sorting aglorhytm
ah, I saw in the tutorial "remember, cards are played from left to right", which I assumed was for both cards and jokers
if jokers go left to right, then should mult multipliers (eg. joker stencil) stay on the right or do they apply to things after them?
stuff like stencil to the right
had that in my last run, sad it got cut off by the round limmit
it was carrying me through up till the sixth ante before i had to stop
That should be a base game mechanic imo
I'm playing the demo on Steam Deck, so far everything is working very well. I feel like a controller hotkey for switching between the different hand sorts would be very useful. Maybe use the triggers?
I was planning on doing thumbstick press for that!
Personally I haven't been using the joysticks at all, instead opting for D-pad so that wouldn't be ideal. But, I could see thumbstick press being convenient for someone who does. And given Steam's controller button mapping tools, it wouldn't be hard for the player to change it to their liking.
would be nice if the end screen would be positioned like this, so its easier to share results with jokers being seen in one ss
Or even a button that can be clicked to 'copy run to clipboard'
What challenges are you missing at this point?
I beat the last blind today, only thing I have left is buy a polychrome of my most common joker
Im stuck on that one as well
Im so curious about the last deck but I donât want it spoiled for me haha
is there a way to leave reviews on steam for the game yet? or is it disabled because its technically just a demo?
Not yet - and that is the reason why correct
ah makes sense! I wanted to show my love on the main page for the game đ
I don't know if there's any boss blind that does this already, but I'd love to have
The Shark
Face cards and Aces are debuffed
since this is what happens in regular poker
Also a doyle brunson reference would be lovely, gotta pay homage to the 10-2 gods
Dolly Joker / Godfather Joker
Your 10s and 2s are golden/lucky/whatever
Writing here because I'm using this as my backlog:
Joker - 'All in'
When sold during play, gives X1 Mult per remaining hand and reduces hands to 1
Ace From Space -- Joker
If your played hand has space left, add an ace to it
Reference if you don't know it, legendary tony g quote: https://youtu.be/o0mmW0beL5o?t=1135
There is no poker rivalry like Phil Hellmuth vs Tony G - These two poker legends truely can't stand eachother and they never cease to entertain us with some great kick-offs and provocative needling.
Subscribe here to our channel: http://psta.rs/SubscribetoPS
We're taking a trip down memory lane to make you relive some of the...
Possibly a tooltip shown above the hand you've highlighted (before playing it) that shows the card combination you've selected?
Like if you hover/prep: Ace, King, Queen, Jack, 10; there will be a small tooltip showing straight
could also be a togglable option for new players to learn the hands and prevent playing hands they think are correct, but just misremembering or misclicking
I shared the demo with some friends, and the ones that didn't know how to play poker already had a tough time remembering what hands were better than others
or just tried to play a straight that wrapped around the board with Ace being high/low
could be useful but if you try to play a 5 identical cards before having discovered the 5 of a kind would it show that or simple 4 of a kind?
Could show ????? Until you play a hand once?
A joker that adds cards to your deck every round with some sort of upside
One of the bosses says 'subtracts discards from mult'. But it's unclear to me whether it subtracts my remaining discard number from it, or the amount of discards I have used.
probably been suggested before, but an option for colorblind/alternate suit colors, I believe the common changes are green clubs and blue diamonds (with hearts/spades remaining red and black)
it's probably not as needed for clarity since you can sort cards in your hand by suit, but as someone that's used to that color scheme in regular online poker, it would be a neat option to have
Thanks for that, I knew it wouldn't be a new suggestion, fwiw it got addressed here #đă»suggestions-old message so it looks like he's aware and it could be happening at some point
everything is a possibilty and we gotta let the good thunk do his stuffs
Oh thatâs spicy as fuck
probably already suggested, but anyway.
add hotkeys to view deck/combinations/etc
Joker Suggestion
Black Comedy - Rare
For every 25-30 black cards played, add 1x multiplier multiplier to it
(I donât know how to word what I want to say properly, my apologies)
This game seems like it would greatly benefit in the long run from mod support
Re-hashing a past thought: with the introduction of tags, we're presented the opportunity to make negatives/foils etc in the shop, but these are often very expensive owing to their enhancements. As such, the ability to freeze a joker in the shop so it can be there after a few more rounds would be beneficial. Obviously you have the opportunity cost of not finding other jokers you might need for the run, specially when you're cash poor early, so it may balance out.
If even just freezing is too powerful alone freeze could have a flat cost or accrued cost or an unfreeze cost associated
Yeah, freeze costs $1, the X+1 $ thereafter where x is the number of turns frozen or something
and with no vouchers and only 2 shop slots, freezing 1 card is a lot of retail space to lock down
The two black suits and two red suits are slightly off colour, rather than the exact shade the same for both, however|| there is a joker that groups all red cards and all black cards into just 2 suits, so a traditional 4 colour deck is being avoided. ||
There's also been suggestions to have a menu where players can self assign colours to suits as they choose, but a) that conflicys with the spoiler above and b) is much harder to implement in game
yeah, different shades and of course different figures, but it's still a slightly better way to differentiate them, as for the spoiler ||I've only done the demo, so i don't know how that joker works, does it change it visually or just in a technical sense (as in i can make flushes with diamonds and hearts) if it's visual I don't see how having 4 color decks sans joker would affect the current implementation, and if it's technical then having different color palettes be toggleable can allow people to change back to red/black when that joker shows up if it makes it easier for them to play with it||
||a flush is any 5 red or black cards yeah||
Joker Suggestion: Common- Optijoke Prime: +3 mult for each 2, 3, 5 and 7
Card Enhancement: Green Seal. When played (and scored) gain 1 free reroll in the next shop
overlaps a bit with the Fibonacci joker (intentional?)
Not specifically, but more synergies=better imo. Like Fibonacci + hack etc
Alternate: 3X mult if mult is prime when this joker activates.
now that would be very interesting - feels super hard to trigger, but pretty decent payoff. "nX mult if mult is (hard to obtain condition)" feels like an interesting design space
I think it would need to be common, more useful in early game, as late game multipliers will make everything even
one thing I really like about that is: it's easier to get if you have a low mult, but then the payoff isn't too big (3x on low mult)
It could almost be a deck rather than a joker, for very focused early game builds.
Joker Suggestion: The J20, Randomly select +2 to +19 Mult, Or Reset Mult to 1, Or 2X Mult
Will they?
Joker suggestion: Switcheroo - Swaps chips and mult (might be a bit too weak?)
ThatâsâŠ. Actually strangeLy interesting. Very bad for base game tbh, but interesting for endless
Maybe 1.5X MULT can make an odd number? But any instance of 2X will always make evens, so it feels much less useful in the late game
There is like 3 jokers that have x[even]mult, no? Drivers license, idol and Triboulet
fair, maybe it's less destined than I first assumed
it will buff +chip jokers (as they effectively become +mult) and nerf +mult jokers, so I think it's okay for "base game" especially with that joker which gives chips based on discards
would that even have a use?
problem with these types of jokers, is that by itself it does completely nothing, you need at least 1? +mult joker for it to do literally anything
Mmm AxB = BxA right?
ye
for example:
Pair = 10x2
+10 chips = 20x2
= 40
vs
Pair = 10x2
Swap = 2x10
+10 chips = 12x10
= 120
agreed that it does nothing by itself
Ah so, just the Chip/Multi associated with the base hand score, everything else on top is added to its standard space
it would trigger in the normal Joker order (left to right), so presumably you'd put it whenever you want to do the swap (you might want to do mults, then swap, then chips)
In the upcoming update already đ
omg
ok but will it have a use
Certificate - every time a gold seal plays and scores it swaps chips and mult
I also want to make the order of playing cards rearrangeable for this update too, we'll see
Another suggestion that probably has been made but i cant be bother to search for. Ive found myself instinctively moving the mouse downwards when i want to sell a joker, instead of to the right where the sell button currently appears. Obviously this could just be something to get used to, or something that only happens to me, but i feel ive seen some content creators have the same behaviour (namely nl) so while i like the ui i think that one part could be reworked a bit
Used to be like that, but the issue is that the joker description is below the joker so as soon as you highlight it the description covers the sell button, was very frustrating. So I moved it. I think it's fine where it is
use and sell are too close for my taste aswell
Fair enough, i feel like the sell gets kind of lost with the other jokers underneath it, what about it being on top, rather than the bottom?
Since bottom gets in the way of description, and imo right gets lost with other jokers
Tbf youre probably right, im sure youve played around with it, ive only done the demo rounds so i havent really had a chance to get used to it
I kind of referenced it in #đă»server-chat, but I think if there was to be another blind it might be cool to have an optional blind like a âstraddleâ in poker where itâs like a high risk-high reward sort of thing.
Kind of like in Monster Train where you can opt in to a challenge mode for one battle to get a little extra cash or an artifact
Never heard of that game, but yeah, that sounds like what Iâm describing
monster train is sick and the optional challenge with the risk/reward is really well implemented in that game
Like the shrine of the mountain from risk of rain 2?
You have invited the challenge of the Mountain...
For a humongous prize of 2 chronobaubles
and possibly death
So I've been watching a lot of content as I miss the game, I'd say one thing needs to be added to the tutorial (unless you want players to learn things on their own), a lot of players think that playing cards outside of their hand will help them. ie having 2 pair and dropping an Ace for extra chips. I don't know how you'd word it but maybe it'd be nice to let them know.
I have noticed the same issue - and although that info is in the run info descriptions of the hands that is too hidden so adding it to the tutorial is a good idea
Yeah I picked up on it by watching Retromation first and was surprised it took them quite a few hands to figure it out. Some discovery is obviously very cool but that one feels a little too foundational. Although the beginning of the run isn't too punishing to really matter, so probably low priority .
What you're looking for is Counting Cards. That's a skill better left to be discovered while navigating the game...
He's not talking about that
Oh... Then I'm stumped then.
Counting Cards is a little separate to what I'm suggesting in the tutorial.
Counting Cards -> Recognize what's left in your deck
Wasting Cards -> Adding cards that don't impact your pocker hand
He means the unscored cards played in a hand not counting towards the hand
OH, BURNING CARDS
When you know that a card won't be counted, that's burning a card
or discarding it
I do that a lot when I'm fishing for something normally.
That too.
I don't use that terminology in the game
I think I just refer to them as unscored cards
Whatever you decide to use, it's the same thing in the end.
I do agree that the tutorial should have a nod to unscored cards.
Many NON-Poker savvy players don't know what is scored when presenting a hand. @royal night might be on to something.
Yeah some players do 'burn' unintentionally though.
Because some players come from a poker playing background, where a scenario like this would matter:
Two players have two pair, both 6s and 4s but one player adds a King to their 5 card hand and the other adds an Ace. The player that added the ace would win.
Since Balatro you're just play hands that score points there's no need to add another card to a 2 pair hand. This information is in the Poker Hands info but adding it to the tutorial would make it more clear.
That part is in the tutorial "You can play up to 5 selected cards"
But maybe not explicit enough
People are terrible readers unfortunately.
And in the case of a certain Boss Blind AHEM||The Arm|| AHEM, you can't play 5 cards at all..
First impressions feedback on 0.8.8 here:
The game just generally feels so much harder. I may have just had mediocre starts, but the nerf down to 5 jokers is a big adjustment to make. It really makes taking things like Magic 8 Ball and Oops All 6s a tougher prospect.
The change to Steel and Glass cards feels little more boring. It's interesting that you can use glass cards as a scoring mechanism and a deck thinning mechanism, but I fear I'd just slowly avoid glass cards rather than use them and have them botch my capacity to make various hands. The old steel cards/Steel joker felt like it had a lot more potential for shenanigans, rather than a flat multiplier increase.
The new throwback is really cool.
The change to The Magic Deck makes it feel a lot less unique. Having to buy the booster every time, and have those costs increasing, makes it hardly feel like I'm playing a unique deck. Perhaps rather than starting with crystal ball, have The Magic Decks effect be "Arcana packs always cost $2-3" so you get to use them far more frequently, rather than just as often as other runs with 1 extra card in the pack by default.
Glass cards:
X1.5 mult, add X0.5 mult every time this card scores?
With the same chance to break mechanic? Could be an interesting push your luck mechanic, but runs will ultimately be limited in their length by cards breaking and leaving out without any recourse to save the run perhaps?
But yes the game is harder now by intention. Part of that is that the meta is way different and that will take some adjustment. Magic and Nebula decks can get some other kind of buff - maybe they start with crystal ball AND tarot merchant
You can add more cards with tags though - and it plays into risk/reward still so I don't think you running out of cards in your deck would be a common problem
Suggestion, A DAMN JOKER HOLD for the shop. I could have got a run won if I got a common joker that I wanted, but because Credit Card antics, I was too poor to get it...
Would be cool to have some Jokers based on TCG's.
exodia
My lawyer would hate that
exfauxdia
I had a thought of more boss blind designs... first one is a bit complex but the last two are probably more viable by design for gameplay due to the simplistic nature of them:
1.Boss Blind Suggestion: "The Thief": It steals half of your deck and half your hand size (Rounded down) and places half of your hand size infront of you. Each card cost $2 to play or discard. Official Text: Steals half of the deck and half your handsize cost $2 to play or discard. [deck's returned after blind]
2.Boss Blind Suggestion: "The Dumpster": Half your deck is randomly discarded. [It's returned after blind]
3.Boss Blind Suggestion: "The Classic": Your deck is replaced with a standard 52 card deck. [It's returned after blind]
I was already ho-hum on High Priestess's effect since it didn't do anything in Crystal Ball, but now that Fool is just a better version of her effect she sticks out even more
Deck tier list in Tier-lists
I'm not sure if this is already implemented, but I thought that an alternate art for cards in the deck could be useful even despite the change to have green, black, red and orange colours on the cards. I also do think it could be nice to have multiple versions of cards designs. Either way I've come up with my own interpretation of what it could look like?
also do lmk if this is alreay a thing and im just embarrasing myself
would love this
An obscure playing card fact that I didn't see represented in game is tax stamps; there used to be stamps on decks of playing cards that showed that taxes were levied on the cards. I think Alabama's the only state in the US that still has the taxes (the picture is terrible but it's surprisingly hard to find a good image of the stamp still on the deck on Google).
No idea what this would do in-game if added but seeing weird playing card stuff taken from real life like a misprinted joker is always neat!
You could earn tax stamps by defeating an enhanced enemy blind-which then rewards the user with extra money đ°
Idk why your suggestion spawned this thought...
A boss blind that hole punches a card left in your hand that permanently debuffs it. Casinos often do this to cards they sell to tourists so that they can't slip those cards in game.
suggestion: game version number on the "you win / lose" screen
UI and gameplay loop seems tailored to mobile and I could see a much wider audience in a mobile release as well
Ik I would love to play on a commute
No idea if this is what the devs are wanting but your idea gave me the feeling of ascension levels or other difficulty modifiers in other games with the way the tax stamp looks
how broken would it be to allow the ceremonial dagger to eat cards out of the tarot/planet area?
Probably not hard, but now since itâs split into separate section donât think it will happen
Could add the minor tarot cards to add the matching # card, e.g. 2 of cups adds a 2 of clubs to the deck
Hey, I played all the rounds and loved the game! I just have small suggestion. Personally I felt like the game/animation speed "1" was a little too slow, but then game/animation speed 2 felt a little fast. I feel like an option for 1.5x speed would be perfect for the game!
Make the early access purchasable, would be awesome so we can all play the game
You just get a notification after your first win "Gambling is now taxed"
card packs having a cap to the increase?
They do not
paying 15 for a 2 card pack feels rough
The last patch was meta changing - the tarot reading concept isn't exactly the same anymore so the packs aren't always worth it especially if you have taken a bunch. 15 for a 2 card pack should only be worth if you have a ton of money now - otherwise it's better to run either an econ build or a build that creates consumables
I know it's controversial but I think there is a better way than needing a tarot pack every round, hence the changes
So far i have been enjoying the new tarrot system but some of the tarrot individual changes kinda hurt.. like death's nerf
True the death nerf was a big one - but I assume everyone still takes it every time right?
it's the only method of deck rigging and if you can reliably get out better poker hands then yeah.
have the high priestess always appear on the left?
also enables the ability to get five of a kind which speaks for itself....
If there's a different tarot idea I'd be happy to replace high priestess altogether. Fool is similar enough and more usable in the pack
high priestess could double a cards value make a 4 to an 8 and so on doesn't work on faces
it's about #8 on my general priority list, higher if i hit a special card with it, lower if i need color fixing
anything higher than a 5 becomes a 10
or make it interesting and have it have a 50/50 on halving or doubling
Suggestion: High Priestess: Enhance upto 2 cards to "Tome" cards
Tome: 1 in 5 chance for shop to have "Something Special" (Could also do another tooltip page like lucky does to further explain "Something special")
["Something Special" randomizes between cards with Gold Seal, Enhanced cards, Editions, Uncommon, Rare and Legendary or maybe even a combination]
The card sparkles in the shop to represent High Priestess's effect.
My issue with High Preistess is when I get it from the 8-ball or I have a copy of it not from a pack where I can hold on to it, it feels great. There's a risk-reward to holding on to the card that does nothing until I have something else to use it on that captures part of the feeling of Exodia; it's not like the High Priestess is a instant win, but you get that satisfaction of your gamble paying off when you get a more powerful Tarot that you can duplicate.
BUT
When you get it in a pack, it's such a letdown, since you're paying for the option of two cards and really you've been duped and you pay for really one option. I totally get the whole feeling of a gamble not paying off, but this contrast between High Priestess feeling great at times and then just downright awful at others seems a little, I'm not sure, offputting.
Also, something about High Priestess even showing the card to the right in the collection menu made me crack up
I would love for this game to be available on mobile.
Suggestion: Joker: "Idiot Clown": Played Unscored cards are scored.
"It's a legal hand it's called um... a full house with an inlaw apartment" -stupid line just made up right now.
[Bonus: add silly names to illegal hands that are possible with it... like "Three of a kind and my little friend"]
False joker: has a random joker effect each hand
Maybe I just missed where to do so, but an option to see the boss ability while in the shop after a blind round
it's in run info under blinds
Suggestion: Unlock a card counter tool that would let you see whatâs left in your deck. (the âoptimalâ way to play is to track cards, but I simultaneously want to relax and play optimally): this might make a great 100% reward.
Looks like this has been suggested before: Iâll see myself out
Could be a deck: Transparent Deck: Click the deck to see it's contents
Seems really powerful: more skill focused then getting a multiplier though.
Iâve been bingeing your videos btw: ran out of trial but itâs quite an addicting idea. Thanks for posting.
Intro First: "Wall blind has been my run killer for a majority of these runs. It scales so heavily that I feel it could actually be impossible without having multi mults (I was doing normal I had: "Supernova" "Blueprint"> "Ride the Bus" "Odd Todd" and "The Astronomer". (on Ante 8) [ride the bus had 66 mult at the beginning of it]. My multi mult selection is still limited... Acrobat probably wouldn't have done much (i ended it half way to goal), Driver's license is very hard to setup, no soul card was drawn (so no caino,triboulet and yorick), idol only mults hand mult and not my other mults like "Ride the Bus". The new throwback seems to be the only viable early multi mult." (forgot stencil which is the other option)
Suggestions (pick 1): 1. Wall blind nerfed to 2x base from 4x base. 2. Make more Multi mults viable as they are the only heavy carries. 3. Remove all multi mults and change scaling of antes (to make more jokers combinations viable)
I think the blue deck is strictly better than the red deck. Playing a hand is the same as discarding, but you get points and there's more potential for money. Unless I'm missing something
I'd like to see the red deck buffed, because I think discarding is cool
there's a decent amount of discard synergy in jokers
having the extra hand is a decent boon for early money, where as you need a joker for leftover discards to be worth money
idk if this is smth already incorporated in the game bc it's been like a month since i played the demo, but maybe there could be a starting deck based on the minor arcana tarot cards (cups, swords, wands, and pentacles as the suits but also has two face cards replace the one jack face card)
plus it could incorporate the different themes for each suit
The Minor Arcana, sometimes known as Lesser Arcana, are the suit cards in a cartomantic tarot deck.
Ordinary tarot cards first appeared in northern Italy in the 1440s and were designed for tarot card games. They typically have four suits each of 10 unillustrated pip cards numbered one (ace) to ten, along with 4 court cards (face cards). Tarot ga...
Blackjack/Jokerjack
If the hand you played adds up to 21, gain a 4x multiplier multiplier
I apologize for the wording by the way, Iâm not exactly sure how to word what I want to say properly
Suggestion: Don't allow cards referencing secret hands to spawn unless the player has discovered that secret hand. (queue me, wondering why my steel cards weren't working on my full house)
edit: unless this is intentional to hint to the player the existence of secret hands.
Rewatching some of Sadoni's stream that I missed. I don't know if this is already the case but maybe the NG+ lvl you have available to you should be deck dependent.
IE if you've never won the base game with a Red deck but you have with Blue, you shouldn't be able to take the Red deck into NG+. Idk maybe this adds more replayability?
Joker Suggestion: Stock Broker: Uncommon, After a Boss Blind is defeated, increase the sell value of Stock Broker by the number of rounds you've held it.
To the effect of:
Rounds Past Sell value
0 2
3 5
6 11
9 20
12 32
15 47
18 65
would be neat to have an option for a 4-color deck (diamonds as blue, clubs as green, other 2 suits their normal color). as someone who plays online poker it helps a lot in reading cards faster
The red and black suits are off colour to one another, but there are mechanics that rely on cards being pooled into 'reds' and 'blacks' so going full4 colour deck isn't something the dev wants to pursue at this time
I noticed the slightly off-color suits. It does make it a bit easier, I hadn't encountered the red/black mechanics though
I think Perkeo needs a rework in the latest update. Near useless with the way that the consumable cards work now
That's understandable. I would personally prefer to just mentally keep track of "I know my blue diamonds are actually red" for that mechanic, just because I'm used to 4 colour. But it's not something you'd wanna spring on everyone
Yeah, maybe a setting/toggle in the future
It could be a fun meta setting, a joker that has a mult per colour in your hand, so it'd get better if you toggle that on. That's pretty "out there" though, in terms of being intuitive gameplay and such
I'm certain this would've already been suggested, but a way to see cards left in your deck would be good. Maybe just clicking on the deck in the top right and it'd show a menu similar to the deck menu in run info, but with only the cards you have left.
that is, in my opinion, part of the "skill" portion of the game, keeping track of the cards you have, and make decisions based on that, so I don't think that would be needed, unless it was on like a difficulty setting, but still I can't think of many other "difficulty" changes one could make to justify that
Then it would be nice an an accessibility option if that's the intention. Without getting into the details of how it affects my life, I do have very bad memory. And even if I'm repeating something in my head, it's prone to "slip".
Personally, I think it's fine because keeping a track of cards is solely just a memory thing and not a skill thing. To me, I think keeping a track of cards left is memory, making decisions based on that informaiton is where the skill is.
@formal glen see this
Well my opinion hasn't changed but I won't argue for it anymore then. thanks.
I think counting cards would be an "expected" part of gameplay if there weren't so many ways you could remove, add and alter cards in your deck
I can see the arguments for and against
I don't know if it was already proposed, but it will be great to see what card are still in the deck
joker suggestion: seer: uncommon, position of this card = rank it affects, 3x multiplier if the first card u draw is the same rank as the position.
basically u can only use it for ace-6
would work well if u keep track of ur deck, weaker if used for ace since u are basically multiplying nothing
See here
oh thankx, make sens. Could be a deck who let you see it, this way you loose the bonus of the other deck for the "confort" of not having to count
If it shows you the order of the cards as well that might actually be an interesting deck idea
Yeah, a version of Frozen Eye from slay the spire or something.
A minmaxers dream/nightmare
It sounds like a tool that would technically improve your run but could also make it less fun - if it's too strong then that deck becomes the default way to play. Very much a minmax type idea. It could work but I'm worried it would place the focus of the game on something less fun than the core loop of focusing on Jokers and deck composition
frozen eye is already so divisive in the sts community, i canât imagine it would fare much better here
this game is a lot more gambling-style instant dopamine hits (because, well, duh) as opposed to stsâs mix of strategic planning and dopamine hits, i think a frozen eye type relic would really muddle that for both players and potential stream/video watchers?
Yeah I would skip frozen eye more than not, even though it's objectively a better way to play, because it's such a tiring way to play. Feeling like you have to play around it every time, instead of just playing to your outs and seeing what happens
"better" as in, improving your odds to win
Just for clarity, when I said about seeing the cards left in the deck, I didn't mean seeing the order of them. I assume there wasn't that misunderstanding, but just in case :p
Yeah there's 2 ideas here. An option/joker/deck to see the cards remaining in the deck, and an option/joker/deck to see the cards to be drawn in order.
I figured. Was just clarifying in case. As for my opinion on the cards drawn in order, I kinda agree that it would make it too min-maxy to be fun for most.
Maybe instead of that, there could be something else that lets you see a limited amount of cards under certain conditions. Like a joker like "If all the cards you play are of the same suit, peek to see that amount of next cards after your next draw"
Phrased badly, but I mean like. If I play a 3 of a kind and they're all hearts, then after 3 cards are drawn to fill those in, I see the next three cards in the deck. Or it could be some other trigger. Or not in the game at all. But basically I just mean that it'd be better imo if it were limited in some way if it was implemented
Could be a job for a Reworked High Priestess:
Use: Scy 8 cards from the top of the deck, rearrange them and put them back.
That would be hard to implement because of the timing of when the deck actually gets shuffled - but if possible that is a great idea
That kind of eliminates the annoying minmax aspect because you just can't do it all the time
High priestess could be 'create a Scy 8 tag', then the tag is used immediately after the opening 8 card hand is dealt, or immediately if created during a round.
This method prevents having to have the deck be ordered when the card is redeemed by buying a booster
I love deck rigging like transforming numbers or suits, or removing or duplicating cards. I would actually like these moved from the Tarot deck to a different deck.
The Wheel of Fortune feels bad without any animation or flashing lights. I think any card that does nothing is disappointing. I'd prefer if it made a random Joker foil every time. It would also be fun if it transformed a random Joker into another random Joker.
High Priestess feels off-putting because your Joker hand is always almost certainly full of useful Jokers. If there were other Tarot cards that you'd like to hold onto, then it might be a better pick. If Tarot cards didn't take up a Joker slot it would feel nicer.
They don't now đ
Wish I could play. Better make a new Steam account lol
woooow, thats great
On the subject of joker slots; my brain really wants there to be 5x 'scoring' joker slots, 2x 'tarot/planet', and then 1x 'Utility' joker slot.
With a 5 card joker maximum, it's so much harder to justify taking jokers like Juggler/Drunkard/Oops all 6s, 8 ball, Space joker, Ring master etc
But having jokers split between 'scoring' and 'utility' feels super clunky.
@lyric lance That is an interesting idea, Right now taking a non-scoring joker is hard to pass up. I like your system though. Maybe a starting deck?
Joker Suggestion: 2 Way Mirror: At 'New Round' 50% chance to become a copy of another held joker, 50% chance to do nothing.
An achievement for selling "Earth" called "The Man Who Sold the World" or some lyric from the song that's less obvious like, "I Never Lost Control"
I just saw the NL clip, "There's no Royal Flush but Flush House is a real thing now?" You gotta add Royal Flush to the game.
Royal Flush is just the name for an Ace high straight flush.
The game has 9 planet cards matching the 9 ranks of hand, so adding royal flush for it's own sake makes it an awkward outlier
Four of a Flush / Five of a Flush would be cool, I was surprised I didn't get anything for my four queens of clubs
https://en.wikipedia.org/wiki/List_of_poker_hands#Hand-ranking_categories
The straight flush/royal flush thing is definitely one I won't be changing - I think the royal flush is just the most popular sub-category of a normal poker hand (Would be like me adding a separate 'wheel' hand, or 'broadway straight')
In poker, players form sets of five playing cards, called hands, according to the rules of the game. Each hand has a rank, which is compared against the ranks of other hands participating in the showdown to decide who wins the pot. In high games, like Texas hold 'em and seven-card stud, the highest-ranking hands win. In low games, like razz, the...
So you use some exo-planets
At most I would change the text but keep the hand level/chips the same as straight flush
use planetary moons for subhands problem solved
oh man i need to pop a europa to level up my broadway straight!!
Yeah no need for wheels or Broadway straights why waste time on extra coding? Not like that affects gameplay at all. I do think from a feeling level a royal flush feels special should give like 20 chips more base than a straight flush have your little joker buddy pop and say Wow or amazing or something and 5 of kinds. a little extra pop for big hands.
Maybe the first time you play 5 of a kind, but I don't need to see a popup animation 15+ times in a good run, would get very old fast I think
Just make it pop up for like a second I am not saying the screen needs to flash jackpot every time and chips rain down just a little something. I do think a build that makes 5 of a kind every hand would get old though. Maybe an option to turn it off?
True.
Maybe a Joker that adds a roulette wheel mechanic? Like each red and black card you play marks a spot on the wheel and if you hit one of them you get a big multiplier.
I loved the demo but agree with GothicLord's suggestion of having a Tarot card slot, right now it feels like if I have a working synergy I have to either bank on finding that synergy again or give that synergy up if i want to use a Tarot from the shop. I could also see being able to use ANY Tarot from the shop right away and it bring up a hand of cards that you can then select.
I also understand there is balance reasons but imo number go up is more fun and I like becoming op in roguelikes
Not a suggestion, this is already implimented in the Beta 0.8.8 đ
It would be cool to have some sort of antagonistic force during the card play portion beyond just debuffs or playing limitations. More stuff like the flipped card one but more aggressive and dynamic.
They are in the game you probably just didnât see them because reasons
Alright, well they should appear from the beginning and more often, whatever they are
There are 25 'antaganistic forces' and they appear in at least every 3rd round
Yeah, I know those ones, but something that isn't static during the card play portion. Something you have to react to within the round. I don't want to say something specific like 'an enemy' so that's what I'm saying antagonistic forces because I don't know what would work best in the game.
lol
Clearly didnt see the patch notes from the newest update.
password
||(Make it a hidden hand like 5 of a Kind)||
Suggestion: show potential score of hand
@high cave I can see that just gotta do the maths no time limit after all. It dose get close when like your trips arr level 7 and your house is level 1 etc etc. which one is better.
suppose there are two ways to look at it, maths is part of it in sts while in monster train you will see how it gets resolved
I do wish in like a like no full house round if you queue up a house the game says like HEY ARE YOU SURE?
Suggestion: abandon run feature
I'm gonna voice the other side of this and say I do like it being the players responsibility to track what hands are being played Vs what boss. It's frustrating while you learn the consequences of your mistakes, but it means you have to be more actively engaged in your decision making
You can already do this
Options > start new run
add deck type to game over summary
Show what hands you have played this round with all cards not just hand type (sometimes you get the not allowed and you forgot what you played)
I'm not a playtester, so I'm not sure if this is already a thing!
||The ability to upgrade "Hidden hands" like Five of a Kind. Maybe have a Planetarium card like the Moon and have it read ??? as a catch-all for those "hidden hands"?||
there is a joker that has a small chance to upgrade a played hand
Joker Suggestion: +3/4/5 mult (per balancing) for each unscored card in played hand
Suggestion: Have the Streak Tracker in stats count negative/loss streaks, may help gauge difficulty across different patches
So the feature for buying a tarot card in the shop and using it immediately is a great one. But, it doesn't always work, since some like The Tower need a target playing card to work.
I would suggest having a similar setup to the free tarot reading in situations like that, to allow the player to instantly use these targeted cards.
If that's too powerful, perhaps it could be balanced out by costing $1 or $2 extra?
This is a change made in 0.8.8, here's a screenshot #đă»suggestions-old message
To be specific, there is now a 2 card space in the top right, that only holds planets and tarots, so shop tarot can be put there for later use without being hindered by a full Joker inventory
SAFE!
SAFE!
You still have to make choices with them in the tarot stash without full access to the deck. Itâs a little annoying even in the 8.8 implementation
You never had âfull access to the deckâ
sorry, I meant, without access to a sampling of cards
Sorry I got my wires crossed. In the shop, when you buy a Tarot booster, it immediately opens up the 'here's 8 cards from your deck and 2 tarot cards, pick one to apply to your cards'.
right, but if you purchase one, or should you use one that places a tarot card in your hand, you do not get that additional card selection
The next opportunity is after the store and when youâre playing your next blind
which can be a little clunky
Curious - isn't that objectively better in many ways? Because you can fish for specific cards then play the freshly converted ones?
Yeah, plus purchasing one and using it when you have a hand of 8 cards , gives you immediate benefit of the modified card, rather than it being shuffles into the deck to possibly not be drawn
Sure, strategically itâs beneficial in another way, but itâs less intuitive to me in the sense that youâre used to using the tarot cards and making those strategic decisions within the store time
because if you have them in hand, then open a booster, you can use the stashed tarotâs then, but if you mixup the order of play, youâre stuck waiting with them
holding tarot cards in the 2 card zone is infinitely stronger as you can use a death card to make a 5 of a kind or some such at the exact moment it helps most, same for making a flush or steel card to hold
just feels weird vs allowing a sample of cards when using them from the 2 card zone
Just out of curiosity here as well, youâre playing the tarot cards while in the shop as opposed to during play? @keen wind
I donât disagree with the benefit of the carryover, but it feels inconsistent at first, like a confusing artificial limitation
This is regarding the most recent playtester patch 0.8.8, some core mechanics have changed
Ah I see
When you convert a card with a booster pack tarot - the next time it becomes useful to you is during play for the next blind at the earliest, so in that sense I feel like there isn't an advantage compared to having the tarot in possession
But also the mental bandwidth is spread over 2 different points in time, is that what you mean?
It might just be me, not thinking as consistently strategic as @lyric lance
essentially, and that is different to the typical usage of the tarot cards up to this point
whatâs the thinking to restrict a one time draw when using purchased tarot cards in the store screen?
Well first I agree the extra mental capacity of worrying about when to use your tarot is less fun even if it's more ideal. But this was something that was in previous versions of the game already, some people just never tried to buy tarot cards
that youâre going to have more complete access without that random drawn when a blind begins?
yeah it felt weird to me then too, could totally just be me though
Sorry what do you mean by this? Like why does the booster pack pick 8 random cards?
no, if you purchase a tarot card, why donât you have access to utilize it at any time, while itâs in your possession
Because I think if you purchase a death card for example, then it gives you a bunch of bad options, that's just a wasted death card. But if you get the pack, you know you're risking having bad options so getting nothing wouldn't be as frustrating
So buying the tarots guarantees you'll be able to use them on cards you actually want to convert/delete/enhance
I think people would be frustrated with that implementation
ah, so the purchase is intended to allow for more intentionality, than the random draw from the booster
Yes
makes sense
The every round tarot reading really messed with the meta - buying tarots is I think how to really hone your deck into a certain build
yeah totally
From an outside perspective I do think that having the functionality of tarot cards different between the tarot reading and an actual purchase is a bit confusing. Even in this demo I did spend like 30 seconds trying to add it next to my jokers and my first time even sold one to make space.
Something like this might be handy just to reduce the confusion
at the risk of sounding entitled, is a content limited demo, rather than time limited (or in this case, round limited which is basically the same thing) something that could be taken into consideration for october's demo?
Yes. If I can make a version of the game that is content limited but still fun then I'd much prefer that
that is good to hear, i'll keep an eye out, good luck (:
No promises though - if it makes the game no fun and samey then that's worse IMO
UI Suggestion: If I have smeared joker and I press Sort By Rank Button, have black cards and red cards merge into 2 homogenous suits so I can see straight flushes more easily
I'd rather just have slightly more turns. 50 was good but the first 15 were kinda was "Wasted" on learning.
Suggestion: "Deck View 2.0": the information field on the left, add number statistics similar to "quality of aces" but for all numbers. This does help me to write a cheat sheet for me to remember how many "7"s for example I have in the erratic deck or late game rigged deck that doesn't even look like it's orginal. If you think it would look too cluttered maybe put all this new information into "Advance view" button that goes from the original statistics to detailed.
Suggestion: Eco-Friendly Joker: For each unplayed card in played hand, +20 chips and shuffle random discarded card into deck.
UI change suggestion: If I've manually adjusted the order of cards in my held hand, then played a poker hand, have new cards dealt fill in from the right until I click one of the reorder buttons
i know a punch of people without any game dev experience is typing whatever they want in here, but i think i had a genuinely decent idea:
Jump Rope Joker: skipping a blind now has 2 triggering bonuses
@late ibex That is an interesting idea I like that a lot! skipping blinds is such an interesting idea in this I really only did it for the 15 dollars.
i just want that 1 in 5 poly to hit
now they cost more better pay up bucko i think they are now 15 dollars each
joker/voucher concept: jacks, queens, kings and aces also count as the numbers 11, 12, 13 and 14 respectively
if thatâs too strong, make it so that they are outright replaced by their respective numbers and no longer count as faces
@red juniperwhat about making Broadway and wheel straights like ace 2 3 4 5. its own special hand?
cool idea. but would be finicky to implement, since having tag be doubled can be a bit messy with planet and tarot tags. if not same tag doubled, then second tag be random is.... ehh
maybe not the same effect twice but 2 diffrent effects. like gain 10 bucks and planet choice. etc etc
What about repeat next blind effect twice?
Maybe different blind skip effects shouldn't show up before/after certain antes. I think what skips you wanna take (or want to risk if it's something like the 1/5 joker upgrade) depends heavily on where you're at in the game.
I had a diabolical blind idea
The Blindfold: Mystery Score (you donât know how much points your hands score)
good blind boss
mental math on that one gonna go crazy
An option for an ingame timer UI or a game timer elapsed stat on the end screen
Accessibility option: Customizable suit colours. (Good for colour blind people or just for making your deck look more interesting)
Boss suggestion: enhanced cards are disabled.
I know this had to have been mentioned before, but...shouldn't suited 5 of a kind be above regular 5 of a kind?
Legendary Joker Suggestion: +1 X1 Mult when you play all 9 hand ranks in a row, starting with high card.
Would this reset if you miss part of the streak? Would this also fail if the hand was restricted by a boss?
Yeah, you need to play it through 9 consecutive hands. Yeah, if you're up against 'must play fewer than 5 cards' boss, you can'y play a straight or a flush without 4 fingers
but if hearts are debuffed, you can still play a heart flush, just dont get any chip score from those hearts etc
âHand not allowedâ situations covered? Secret hands?
would come down to the programming in the back end I guess. Playing a secret hand breaks the streak
Is it possible to have loyalty card dynamically change its visuals to show the hole punches based on its current state?
Im not sure if there is a system in place for cards to dynamically change their base art so if not loyalty card probably isnt that good of a reason to implement a whole new system, but I think it would be cool to have it reflect its ability visually. Would probably also make it much more clear what's going on for new players
the shake helps though
you need to go through high->pair->2 pairs etc?
and its not like you can satisfy pair with full house i would assume?
Nah, scored hand like the rank chart
Play high card. Play a pair. Play 2 pair. Etc
9 hands in a row
Seems hard to pull of for a x1 mult (mainly because of [flush] straights )
Yeah, but once you've done it once you're at X2 Mult, then you have room to go really big. Wild cards, extra discards etc will help alot
My main concern is that your score would be somewhat low during high card -> straight, and since you need to do them in a row, without breaking a sequence you might get stack fishing for that hand. Removing âstreak breakâ would fix that issue, without making it too strong imo
Yeah cannot say I say I am a fan maybe a super cool unlock joker like grand slam or somthing?
I feel like without the streak it could be cool. It just tells you something like
0/9
Next hand: High card
And then
1/9
Next hand: pair
Maybe +0.5X Mult withiut the streak
I think 9 (+) hands is too rough for 0.5x. It would be Really hard to pull off from the start even 5 times. Idea is very cool tho
Maybe you do it as a whole deck that way you can do the low hands at the start of the run and not late game.
Xmult equal to the number of times you have played your least played hand?
I like the dynamic of being forced to play as diversely as possible
yeah lol the Xmult descriptions are tricky because of that
min 1 đ
or Xmult equal to the number of times you have played your least played hand plus 1
Could take a page out of Luck Be a Landlord and have an expanded explaination box when you hover over a card for an extended period
i feel like in games like this, the longer you can keep descriptions short the better lol
For post-launch DLC you can go wild and make novella length descriptions all you want, anyone buying a DLC is deep enough to handle it
Yeah we dont need yugioh card lenghts (Although somekind of exodialike joker you have to assemble would be cool)
That's not the first time ive seen an exodia joker mentioned haha
Like i feel the hard part would be balancing it
yeah if it was an actual 5 part joker, that takes up every base joker slot on the new patch which makes it extremely hard to justify
but it doesnt have to be 5 specifically
maybe if they had some base ability in addition to the assembled one that justifies having a half built exodia joker
Maybe tie it to a voucher? Like a voucher that would add the pieces to the pool of jokers for the run? Also yeah they would def need some base ability. And i think it would be neat that if you had all 5 they would transform into taking up only 1 slot
or have 4 uncommon pieces that maybe give a small bonus and 1 rare piece that acts like old mr bones if you have the other 4
I kinda like the idea of specific jokers combining together as it's own thing
Like maybe the 4 suit jokers could combine?
like maybe the bottom half of a torn joker that combines with the existing top half
each having their own abilities but both can fit in one slot
or maybe whatever was cut out of the stencil joker being slotted back into the center lol
I think cards transforming into new ones could be great which is why i made this very silly collectormon estc joker (not to be taken too serious).
Jokermon: Evolves into new form after 5 blinds are defeated. +4 Mult
/
Comedienee: Evolves into new form after 10 blinds are defeated. 2x Mult.
/
Foolian:[Fully Evolved] Each card in hand plays twice. 2x Mult.
Ooo thats a cute idea
Joker Suggestion: A Joker that scales XMult when royal flushes are played? I know many are upset it doesn't have it's own hand rank tier, so maybe this could be a 'nod' to the royal flush?
True Juggler: +4 (or maybe 6?) Hand but Cards actually tossed around the screen. Each round is timed.
[Selected Cards are highlighted for sake of clarity] [Maybe like the traditional soltaire win screen?]
Angel/Devil:Card has Angel upright while a Demon downright.
Angel: -$4 at end of round; +10 Mult [Rotate when Hands >2]
Devil: $4 at end of round; -10 Mult [Rotate when Hands <2]
Example of card: https://graphicriver.img.customer.envatousercontent.com/files/136168465/angel-and-devil-playing-cards.jpg?auto=compress%2Cformat&q=80&fit=crop&crop=top&max-h=8000&max-w=590&s=d787125ede233920acfc767a55725d7a
could be hard to program. a card flipping like that. But if you do right it would open a lot of design space.
could probably have a GIF play once over it then replace the card underneath with the opposite if asset could be physical flipped. Either way it's a suggestion and if localthunk wants it he just has to figure it out.
I am just thinking about normal cards getting this effect like a queen of spades, 5 of diamonds that shift every hand unused.
Could be a cool effect for a tarrot to just combine two cards into one you can flip into different ones.
Also like a blank card for sale that you could turn into any normal card on purchase.
Can tarrot give you the return to hand effect on a card? it should be something you can add one more thing in the pool right?
Tarot can't give gold seal no. The pool for tarot is limited by the number of cards in actual tarot decks, so there's a limited design space for them
the fool used to remove the boss blind effect you give have that give the gold seal
Tbf if you really want to expand the tarot deck design space you can include the minor arcana but thats a whole other can of worms
becuase they work completely differently than the major arcana
Fool now creates a copy of the previously used tarot, but High Priestess may change as it's current effect is very similar
got you.
Yeah, problem then becomes oversaturation of options, so it's much harder to make various strats work if your looking for 1 Tarot in ~40 rather than in 23
yeah and since the minor arcana are structured much more like an actual deck of cards they dont even really mesh well in this context
not that gold seal is super awesome but it is an effect that opens design space for plays.
i wonder if you could make the minor arcana an actual deck you play with instead lol
def could be
its 56 cards instead of 52, and you lose aces in favor of another face card and a numbered 1 card
The opposite of a Short Deck
and ofc the suits are named and visualized differently
the biggest issue would be getting it to mesh with existing content
I have a pack and the numbered 1 is cursed af
yeah lol
I feel like a demo (or beta, or something) with a 20 ante limit is really needed. Other than UI, bugfix, and joker recommendations, what can you really suggest when you can't even play the game. Watching NL, Gothic, and Skoot playing really takes the hype out of the game for me. I want to be figuring out the crazy interactions and builds myself, that's what makes a Roguelike fun imo. I respect a dev not keeping a game in permanent alpha, but I feel like a lot of momentum for this game is being lost when people can't play it. Words Can Kill is a great example of that happening
That's what the playtest is for
alternatively - donât watch?
The game is kinda in a strange spot. You just have to wait it out I guess.
Trust me already the game is in a state thats quite different from when it started, or from when i joined about 6 weeks ago. Joker effects changed, deck effects changed and many other aspects have changed in just 6 weeks. Im sure youll have plenty to learn by the time it actually releases.
the closed playtest may be frustrating for people who cant play (including myself) but it clearly works well for the dev and it absolutely shouldnt be changed, instead of being frustrated that you cant play now, be happy that when you do play itll be even better
well if you find it fun not playing the game that's great for you! I personally find it more enjoyable seeing the changes for the game myself which would make me appreciate the works that's being done that much more
idk man, I've watched hundreds of hours of people slay the spire and I still go back and play it myself all the time. The fun part of these games isn't knowing the synergies, it's trying to create your own based off what you're given. The closed playtest is a little annoying, but it aint the end of the world. I'll just have to go into my backlog and finally finish Spelunky 2 while I wait lol
Nah, i love the game and would love to play more. But being entitled and impatient isnt going to make that happen any faster. I would love to play and have been on the play test list for the full 6 weeks ive seen the game. But this is the devs decision and for the overall good of the game and if you really enjoy the game youll want it to have a long future ahead instead of some pressured hodgepodge that was released too soon and flops because it doesnt have replayability (like no mans sky) đ€·ââïž sorry for the harsh truth but i support the dev anf the game as a whole.
6 weeks!? I guess my 6 days aint gonna mean much đ„Č
Yup. June 15th ish give or take a day or 2.
But i still support it fully because this game is awesome and addicting amd yes i want to try and find my own and new builds and combinations to score insane hands haha
Also I'm thinking about this. Don't AAA studios do this kind of rollout all the time? Like with overwatch they had a beta forever and then people finally got to play the game like months later?
yes closed playtesting is very common
Theres so many possible combos and jokers i love that seem to not get used or showcased in other peoples videos. We all have our favorite jokers, but watching someone else doesnt have the same feeling of makomg your own build so i dont think it takes away from my personal experience.
i think these complaints keep happening because of how the demo was structured honestly
people got cut off cold turkey at round 50 while many other demos (like Inscryption, off the top of my head) is limited in content but you can replay it infinitely
Is one objectively better than the other? I have been hearing conflicting opinions nonstop since I dropped the demo
I dont think there is anything objective about it, it just has a different impact
Maybe. I understand the idea of giving people the full game (nothing barred or locked) just limited time or hands. That way people get the full thing and not some watered down version. But then people want more and cant play where as with an unlimited time but limited jokers (in this case) you could fill your time longer while you wait for release. But then people might burn out before the game ever arrives too đ€·ââïž ups and downs to every side you know?
Im fine with whatever, but being able to jump back in and replay a demo gives people an outlet that isnt complaining for a playtest key to continue
I've seen some games do something like "there's a soft limit of 50, but they let you finish the run you were on when you hit the cap"
the demo lets you finish runs now
but also the sudden ending DOES keep people craving more
The demo is now offline, a new demo will be up for October's Steam Next Fest, possibly of a different structure
oh yeah I did know that just forgot to mention it
for a certain amount of time. I'm just worried 2 months then another x months after is too long
shouldve said it let you finish runs towards the end
that's true. the harsh demo falloff is much more convincing if you can immediately pay to buy the game and keep your run going
too long for what? hype to be maintained? consider that may not be a goal
I think for some people (myself included), I'm worried that I'll miss the steam popup or something and not even realize the game is out
That the way it ends it feels like you should be able to buy it and keep going.
The options are -
Give everyone the full game for free as a demo. I'm sure everyone knows why that is a bad idea.
Give everyone the whole game but limit how much they can play - what I did. Means you can explore the actual depth of the game but only to the limit.
Give everyone an unlimited version but with stripped out content. This might have to be the route I go but I am sure people will start saying the game is too shallow if I do that.
Maybe some combination of the last 2 as well
Exactly. They get a taste and want more. Builds the suspense. I approve of how it is, but i also think people are entitled and so used to the karen mentality of "if i complain loud enough long enough ill get what i want" like no one has any patience and sometimes the answer is no. Here the answer is just not yet đ€·ââïž waiting wont kill anyone
(Unless you have terminal cancer and proof you wont be here in 3 months) then maybe hed make an exception đđ
the limited route is definitely the right way to go once the game is actually out; before then, kind of hard to say for sure
I think the third option is the way to go still tbh, just need to play with how much is required to show depth
Make-a-wish type of thing đ
This literally happened to Words Can Kill. It demo'd in october, NL played it and it got so much hype, by the time they released it... it's sitting at 63 reviews a year after release
But ofc thats extra work for a demo you shouldnt necessarily do extra work for lol
at that point it's just "don't change it, that's more work for little benefit"
Or it's possibel that the route you went was fine. It's just the streamers and youtubers having access is causing a bit of anoyance among the community. but it's also causing hype and interest. So it's a bit of a catch22
thats could be true honestly, I have been absolutely loving gothic's YT series but its a bit strange to be able to watch a full road to 100% series while a game is in closed playtest
normally you don't actually know what would come beyond the demo
I think limiting the ante is the way to go. We get to play as much as we want, but not go as far as we want. This allows for the whole community to recommend and suggest features and actually enjoy the game.
yeah ante limit reminds me of Inscryption only letting you finish the first floor or whatever
I think if streamers didn't pick this up, the route this game has taken is perfect. But not changing the plan when that does happen is a mistake
But I think it's fair to say that too much access would make a person lose interest. Anecdotally, i bought the early acess to Luck Be a Landlord, but got tired of it after a week, never to touch it again, even after it's full release. So let's say that early access was a demo, I'm not certain if I would have bought it in the end
What none of us are even considering is that down the line there may well be a Publisher/PR group to support the full launch with proper social media/advertising. The last 45 days have been such a whirlwind for the game and hindsight is always 20/20
Completely disagree. It's a one man dev team. Folding to community pressure to essentially release the game early doesn't make much sense.
The best that gets him is a lot more playtesters, but a lot larger of a community to manage, a much more vocal group, and tons of unmanagable feedback
I do believe that could be a reason. People are annoyed they can't play while their favorite streamer is. I feel it's better for the dev though that the youtubers and streamers have access, to market the game for him and create more hype.
It may be a mistake, but I believe this is the right thing to do for Balatro. I understand where people are coming from but everyone here does not have the full picture
I think no matter how you look at it, the demo was a COMPLETE success and it got the game in front of a lot of people, which is awesome. Only issue is it left people frustrated in a way that leads them to complain directly on the discord which is annoying to deal with lol its something minor that just happens to be seen a lot specifically here
yeah gotta agree that changing midstream isn't the way for a small team like this
Road to 100% (so far) obviously with updates comes new features (like the blank voucher and antimatter) that werent there so even at 100% it wont be 100% because its not finished. Some things might be removed or new things added new achievements etc. So idk where people fail to see that, except for the newer players who havent seen gothic's original releases from like 4 weeks ago to see where the game is now.
I think it's all fine and you're doing great. You're a solo dev that has been able to create so much hype for a game that people are angry, that's awesome! We all just gotta put on big boy pants and be patient.
I'm not in this for a quick cash grab. I love this game and I want people to play it when it's the real version I invisioned
ofc but its still 100% of what's in the game now
If I released it today - according to the comments I have been getting - people would complain it was just 'play a pair simulator'
I have work to do
giving away the game for free would be insane đ having demos like this is already super generous
im really really excited to see where you take the game localthunk, it has great bones and I know you can turn it into a real gem. Maybe it helps that im basically a professional at waiting now haha, backed so many kickstarters and pre-ordered so many products that had me wait 1-2 years easily
I also think that the round based demo was the way to go as well. Limiting the content would've made the game feel much more shallow, and I don't think I would've been able to get as much out of it. It would've felt like the limitations were in the game, and not my skill.
yeah there's an argument to be made for an Early Access pivot, but I don't think that's the best route
EA can be super helpful at getting feedback when you need feedback. But you already have playtesters lined up out the door
I think people can make this argument but I think its objectively incorrect lol
you're all set
but its okay, people join the discord with basically no info
(especially because they dont read the rules
)
I've gone the "small indie EA release" route and it had some serious upsides, but definitely took a lot of the wind out of the 1.0 release
yeah the game is dramatically changing update to update, would be super painful for EA if you're not following the community closely
True it seems there needs to be more jokers or buff effects for straights or full houses but flushes have the greedy joker and related cards and the pairs, 4 of a kind 3 of a kind and 5 of a kind seem easier to scale since the 5 of a kind contains all below that and therefore has the 2, 3, 4 and their bonus multi and x multis to use. But as a solo dev and having so many things to work on in the game itll come in time. Again people need to be patient and trust itll come haha
EA can also trap devs into a short dev cycle that leads to only shallow content being released
I'd say its most likely the safest route if you just want to capitalize on the hype to get dollars, it's likely that in half a year people will not be as interested in it -- but also I think that the game is so good that the streamers will play it again when it releases fully, so I think there's nothing to worry about
totally
depends on the size difference between EA version 0.X and 1.0
and the demo drove 10,000+ wishlists, which is a massive success
in this case, if it's mostly balance and polish and (some) content changes, but the core isn't changing.... it's better to wait
I think the takeway here is that its all good
Don't worry, I am not deterred by the comments about me bungling good press. If the press is good now - I plan on making the game much better so I trust the process and people should still want to play when it is ready to go
If they don't, they don't. I will still be proud of the game.
I appreciate the concern though
games not a game it's Art. If that's the case then the communities opinion is moot
people will tell you you're bungling it just to try to manipulate you into releasing it earlier đ excitement can turn into entitlement
which is fine btw! realized that can be construed negatively
The community is big enough now where they have every opinion all at once. I know it doesn't matter what I say someone will think I am making a mistake
So I'm listening to me. And listening to you for feedback about the actual game itself
Let's leave the man to do his magic! I know I gotta get my ass back to work lol
y u no maek dee em cee too donte eez baest joeker
Exactly. You cant please them all right away, but if you do your job right and make a good game then they will all come back anyways. The ones that dont or move on in a month werent going to get much enjoyment or play time into it anyways. They just wanted on the hype train.
Suggestion: Glitch Booster, 1/250 chance to stock in the shop instead of a standard booster pack. When purchased, offers a mega booster of the associated type, but you get to use all of the boosters contents instead of just 1
I love the idea of weird boosters. That is a good one.
Or howabout playing card boosters where they contain normal cards - sometimes gold seals, sometimes enhanced cards, sometimes polychrom/foil/holo playing cards
i'd def buy special card boosters
I love the idea of mysterious things that happen on occasion. Stuff like "If you beat Ante 5 within 15 minutes, get the option to fight a secret extra hard blind for a guaranteed negitive"
localthunk how do you feel about the idea of specific jokers being able to share a joker slot? Like a cutout joker that fits into stencil joker, or the bottom half of a torn joker that can fit into the same slot as the existing torn joker?
People when they discover boss rush and hush in isaac be like
Is the only way to find them just to stumble on them in time? Or do the allude to that time limit in game
Reach Ante 7 with a prime number of cards in your deck and get a secret bonus
I own the binding of isaac discord server and have since 2015 - I absolutely hate boss rush and hush
i hate this
I want to play the game at my own pace pls
20 mins for boss rush and 30 for hush
i usually mod the time limit out of the game because its just annoying
also im not sure they allude to the limit
Boss blind you can only play a hand every 5 mins speed runners hate this đ
i also dislike all of the timed doors in dead cells
Suggestion: I might be a bit too Inscryption-pilled, but like a Joker that talks to you a little, and gives hints about secrets of the game
Jimbo
Balatro and timed things are not a good match. This is supposed to be kindof a relaxing game
tbh, as someone who's only dabbled in binding of isaac, a lot of these mechanics make it hard for me to get into it because it feels like you have to know so much just to play the game
I agree, that is why I asked
I love isaac but that is something that I know puts people off
thank you 
Isaac started as a much smaller game that just kept having stuff piled on top for like 14 years lol
inscryption, on the other hand, entirely revolves around the secrets because it uses them as a major story point
Also preferably no OOPS guess you are not fighting the final boss today because f you
Ive been playing since near the start and I still play with a mod that tells me items abilities because I just cant remember it all
different genre but Braid has secrets you can miss if you don't know exactly what to do the first time you encounter them
yes chance based doors in isaac are really annoying I mod those out as well
Isaac is one of my favorite games but I still have to mod various features out because they are just not thought through lol
I have one completed savefile and i have item descriptions on (Mostly for the 40+ mods im running but that is not the point)
speaking of modding, I hope balatro has strong mod support eventually (ideally via steam workshop)
definitely not necessary on launch but man does it help longevity
I'll think about it. That could be a lot of work for me
Im sure it would be! Something you can think about how to prepare for now but dont need to really implement for a long time lol
even if you dont specifically implement anything its entirely possible the community ends up doing it for you, very common haha
Well both slay the spire and isaac mods were first started by the community performing some dark magic so it doesnt HAVE to have mod support for a modding community it just makes it easier
yep ofc
most modern Nuclear Throne mods are sub-mods of the (truly dark magic) Nuclear Throne Together mod, which added seamless online multiplayer
modders be wildin
still cant believe everything with nuclear throne is real
its based off an old version of the game and then re-implements everything afterwards completely perfectly, and THEN adds its own stuff including seamless online multiplayer
actual technomancy
Suggestion: Investment Joker. One that would cost like 8 gold and increase in sell value 2 gold per round played. (BTW, sorry if any of my suggestions already exist, and this is my last one of the day. Don't wanna flood đ€)
ngl the multiplayer slay the spire mods are also actual technomancy
is THAT how they did that? I knew the old version existed and was moddable, but... wow
they just went and remade a third of the game
that's crazy
yep its genuinely insane
After you beat the boss blind for a round, is it intended that when you view your game info and look at the blinds that it shows you the blinds from the set you were just on, instead of the set that you're about to be up against? Because it would be nice to be able to see the next boss blind you'll face as soon as you beat the current one you're on
It is intended - since the 'reveal' is supposed to happen on the next selection screen
Although I understand the drawback
It does make it a bit tough, since you'll only get a maximum of two shops to prepare for the boss then (and fewer if you end up deciding to skip small or big blind)
I feel like that would be a little too easy to just check before buying stuff but idk
I tried doing that too
Something I'd like to see down the line would be jokers or other non-normal playing cards added to the deck that you can draw into your hand; the risk/reward of having one of your hand cards potentially not be able to be used but give an effect instead would be interesting. Probably would be a nightmare to balance right now though especially with all the other types of changes that are going on
Mmm, a simple version of this might be 'platinum card'. A plain card no rank/suit, but when you draw it, gain $5. +1$ each time it's drawn. You give up a card in hand you can use for scoring, but get rich
joker idea = RPG Joker
every time you play a hand (pair, two pair, etc.) you gain XP in that hand to eventually level it up. (maybe like every 5 plays of a hand = level up?)
its similar to that card that pays when you make the same hand over and over (the one with space on the face, i forget which one)
but you can have a little 8 bit joker on there
That's fun, Space joker being 1/5 chance to upgrade would make RPGoker need to be higher or lower than 5 times otherwise they are mathematically identical
Have you considered "cursed" jokers i.e. jokers that give a debuff plus a perk such as extra chips or mult? Mb if its already a thing
ngl just jokers with a downside + upside would add nice depth
Small typo here. A rogue apostrophe
You really nailed the theme. The scan lines, the glitched out jokers, churning the shader to the tocking of a clock going slowmo, the massive hands and the tiny payouts, it really feels like I'm playing video poker in purgatory. You have come up with a singular, cohesive, vision, unified between art, sound, and setting. Keep that unity âĄ
Joker Suggestion: Sleepy Joker. Does nothing, 1% chance to wake up when a hand is played. +1% per hand played.
[On wake up, Sleepy Joker transforms into Well Rested]
Well Rested: +mult equal to 3x number of days slept.
fun stats / programming problem: calculate the expected (mean) number of hands for it to wake up
||f = lambda n=1: 1 if n == 100 else 1 + (100-n) / 100 * f(n+1)||
the answer is apparently ||12.20996063021598||
If it's is that, then perhaps rounds played rather than hands played
Joker Suggestion: If the draw pile is empty X5 Mult
Does the discard pile shuffle back into the draw pile when it's empty and you draw cards?
Nope, if your hand is empty and your deck is empty, you game over
Aah I see. But if you have a nine card draw, and there are 6 cards left, would you then only draw 6 cards or game over?
draw 6 cards
Balatro is a deck-building roguelite where you must play poker hands and earn chips to defeat enemy blinds. Enhance your deck of playing cards, buy Jokers to modify each hand you play, and discover new and wild synergies to win!
Balatro Playlist: https://www.youtube.com/watch?v=c9EisPKfuBM&list=PLbLi57bUSCkRgI9QWZ3ulwLu5P5yHDB_h
Subscribe: ht...
this is timestamped to the last few hands with an example of it happening
Thanks
another option could be 1% to wake up on every hand, +1% per round OR vice versa
a bit verbose to explain, though
Voucher suggestion: Will give a quest each round Ex: "Play a full house containing the ace of spades" and then give some kind of give reward. Could be money and for harder quests maybe jokers/taro cards or those things that i can not remember the name of which you get when you skip a blind
Could be a joker version too, escalates through a series of tougher quests offering a better multiplier/chip bonus as you tier up.
"those things that i can not remember the name of which you get when you skip a blind" these are Tags đ
Joker: "Grants current blind's tag when sold"
could be interesting, especially if it works at the blind selection screen (gets the upcoming tag? are two of the same tag possible?)
2 are, if you skip SB and BB that happened to RNG teh same, I've had $30 after a boss from 2x $15 tags
- it should always work during a blind to get its tag (but then you need to complete it with -1 joker)
- this shouldn't work in the shop screen, as you can get a tag without much effort
- wording it so it works in the blind selection too feels difficult, so maybe disable the effect there too
Joker Suggestion: Mr Mulligan, after the first deal, you can select any number of cards to be shuffled back into the deck, then redraw to fill your hand.
Joker Suggestion: Transmutator, After the deal, randomly Enhance 1 held card.
Would this prioritise unenhanced cards?
Nah, random, that way there's a level of risk, otherwise you'd just buf the whole deck eventually
Joker: (probably underpowered?) After you play a hand, duplicate a random held card.
(the duplicate immediately appears, so you effectively draw one less card afterwards, and gets added to your deck permanently)
i like it because you get a lot of passive value at the cost of being unable to properly focus any specific enhancements
Could be broken if you hold trips and then quads then play 5 of a kind, just spam the effect until 1 rank of card is the majority of your deck
I think the deck is big enough that it can't be too consistent... but I guess you could fish for a specific rank using discards
discard to trips, play high card 3 times, I've made 6x that rank of card, play 5 of a kind with a 1/3 chance to get the needed rank cloned again. repeat the next hand with a pool of 7 to start, would snowball fast I think
Voucher Suggestion: Gives you your least used Joker (must have room)
What about a voucher that gives you a random joker but you dont need room, overflowing the joker slots until you get rid of one
Unless there was some other joker that affected odds-type jokers. It's all about synergies in a roguelike!
upgraded version of this voucher could give two random jokers without needing room
This is basically a free negitive joker
kinda like a temporary increase of slots
No because if you get rid of any joker you cant refill the slot
Ah OK
you are stuck with the jokers you currently have on voucher pickup unless you want to throw the extra slot away
the opposite of the previous joker:
Destroys a random held card after every hand. Cannot be sold or destroyed.
this might end up becoming "mill yourself to a perfect 5 card deck"
you game over if you can't play a hand for lack of cards
yea so you need to be careful
yes, that's the point :P
deck thinning is very powerful until it isnt lmao
"you like deck thinning? how about TOO MUCH deck thinning"
'Cannot be sold or destroyed' 52 card deck means you get to play 47 hands only, ever
you'll end up getting a 5 card deck - after playing those 5 cards, none will be destroyed because none are held
Win in 1 hand or guarantee a loss
boss blind: "can't play 5 card hands"
the fifth card: 
realistically speaking, it feels unfun to get to that point
probably not a good design, but funny to think about
Maybe one for a Challenge mode Run
i enjoy thinking about any suggestion doesnt need to start balanced to be an interesting thought
1000% one so-so idea may spiral into a great one
It's why I'm here suggesting about 4 a day, even though most are probably bad
yep just need to open the door to an unexplored area of design space
"Destroy a random played card after every hand" might be pretty interesting - you can target cards to be destroyed by playing one card, but you lose a hand by doing so
yeah. I feel like it's just the death tarot but with extra steps
*hanged Man
yes, thanks
speaking of tarot cards im looking forward to see some videos on the new patch to see how the 5/2 slot setup works in practice
in theory it sounds good to me since i basically never used tarots outside of readings, was really hard to justify holding a tarot over a joker
i like the idea of being able to hold consumables for longer
July 28th is my last video on 0.8.7, Then July 29th is the new 0.8.8
Appreciate the info, ill be looking forward to it!
queue for beta test so we can know if we have any shot of getting in any time soon? Copium