#💭・suggestions-old
1 messages · Page 3 of 1
Yup, i joined 6 weeks ago, still hoping to be in eventually haha. But if you joined in the last week id say the odds are youll have to wait for release at this point.
ah, yea. I joined the day after NL played it. no more copium lol
Ah, yeah good luck, idk how many people are going to be let in before release. But id say the odds arent great in your case. Still a great game though!
I love seeing it get more content.
Copied from the playtest channel:
localthunk:
...I want to collate a list of any huge issues anyone had during the experimental build so I can push a new version today for everyone in the playtest. So far:
-juggler was buffed to +2 hand size but troubadour is still only +2 hand size...
It's on his radar 🙂
i feel troubadour should buff face cards
Troubadour: increases the pitch of the background music for every face card played
Joker/Voucher idea
"half of your excess points at the end of a round carry over to the next round"
Alternate version
"Bank half of your excess points at the end of each round into this card. Sell this card to score those points in the current round"
I think its best as a Voucher idea just make so 20% of points carry over next round, 2nd version 30% carry over.
I also thought of a small thing it is really no big deal. But I noticed after I started a new run I would unlock a new deck. You should unlock them before you hit new game so you have a chance to use it before you are locked into a deck. Again it is not a big deal but the game feel of unlocking something and not being able to use it and try it out without to menu feels off.
have one that a set suit and one that is truly blank
so like blank of dimonds and you what you want it to be for like 6 bucks and then., blank of choose suit here and you what suit and what number it is. for like 9 to 13 bucks. IF you want to get crazy a 2 to nine would like 9 dollars a face card would be 12 and ace would like 15.
Playable Joker: Gets shuffled into your deck at the start of every blind, activates all other jokers regardless of hand when played (supernova triggers at highest current value), can be buffed to stone/glass/steel and also be foil/polychrome, permanent extra copies can be added to the deck with death, synergies with empty joker slot jokers, probably more cool interactions to think of for people who have played more
Sounds almost too op....
@frank cipher So a joker that is in the deck?!?
It's probably strong, but keep in mind it only can be played once per blind if you draw it, unless you get more copies via death
between blinds it would still sit in the joker section, but it would get shuffled into your deck at the start of each blind and come back out at the end
If you were to program a joker like that just make it a true wild card that can take any suit and number and is a 5x mult.
Hmmm interesting. Maybe, but i dont think it should work with death as no other jokers can be effected by it. And having 20 of them would defeat the point of it only working once you know?
works with death makes it a no no
now THAT would be op 
Agreed.
I was already thinking it would activate 4 fingers into giving you a straight flush regardless of hand
i mean the 4 muti joker just sits there.
Oh I thought you meant x5 multi not +5
would a 5 mult that can be any card in hand be really that op? yeah sorry
silly card upgrade: "counts as two cards for scoring"
…would make hands like 10 of a kind possible, which is ridiculous
You think my idea is op?
Yeah because technically every card in your deck can only be used once. So having death make like 8 copies of this activate all joker would be broken, obviously having one would make it passable because unless you destroy cards from your deck you dont always see every card you have. So its not a guaranteed win every boss blind or a free win through ante 10 card. (Without tarots effecting the deck)
I dont want any card that works with death
No i meant about the other joker haha i hadnt seen your idea before.
Im on mobile haha
jokers never show up on tarot readings solved
I found the workaround
and if you try use it duing the hand Jimbo pops up and says EH I am the funny guy around here (you cannot do that)
something like that
Also you would need room in the slots to copy it
joker: "When you have 0 cards held and in deck, repeat all Joker effects"
a simpler one: +2 Mult for every Hand you have remaining
I feel like the playable joker is potentially too weak if its only playable once, so either slap a decent chip/mult modifier on it adjusting to whatever is balanced idk I've only played [forbidden number] rounds or maybe it goes back to the joker section when played and shuffled back into the deck after another hand/discard or something
(similar to the +chips for every discard)
I just want a wild card in the game that can act as any normal card.
You know a JOKER
maybe a joker that turns stone cards into that?
"Stone cards are worth 0 chips, but are wildcards"
could be a starting deck no faces but 4 stones cards that act as wilds
somthing like that
idk if anyone has asked yet (so apologies if this is frequently asked); will there be a console port when game is fully released/future plans? ❤️
Joker: x2 Mult. Applies the next Boss Blind effect.
was at x3, but that feels OP
Joker: x1.5 Mult for each scored debuffed card
(this is very bad as it defeats the purpose of debuffs)
Joker Suggestion:
Hot Streak
+? Multiplier for using the same hand repeatedly.
so a bit like Supernova, but for streaks?
joker En Fuego: 5x if you beat the previous blind in one hand.
hm, win more isn't too fun imo
maybe if you beat the previous blind with no hands remaining?
still, 5x is very very high
Not all the cards have to be good. In Magic the Gathering there is a saying Bad cards make good cards look better. Win More is fun to play but not very helpful. No serious runs would ever use it but it can be fun. Like blue yourself in mario kart,
this is a snowball card like scute swarm imo. Once you get one win on a good hand you're set for a while with 5x multi
I blued myself once
It’s a core memory now
the numbers can change and the game scales quickly.
ante 6 7 it gets real
Voucher idea your deck gets refilled and shuffled after every hand played.
i wonder if a voucher to add a random missing card from your deck + an upgraded one that add ALL missing cards back into your deck could be interesting?
I understand this, if you can get a 1 hander to work you usually have a strong base and 5x on that will always be good. From there you're getting more money from extra hands and therefore better opportunities to keep making your build better
it dosnt have to be 5x it could 2.4 or what ever the numbers can be tweaked
the goal is make you try to always win in one hand
then it actually just becomes useless winmore tbh
off topic what decks do you play in mtg
ramp
I had you as green
XD anything midrange really
Please continue the conversation in #🃏・off-topic
burnt joker doesn't show how many extra hand size it gives currently
inverse selection of cards
Suggestion: option to disable background movement.
"I have motion sickness, and with my autism sometimes I move mouse idly, while defocusing my eyeballs - the background movement tied to the mouse definitely caused some mild nausea for me at points."
Sometimes this might be related to the parallax effect due to the mouse movement, coupled with background movement. Probably diabling the parallax would be enough - people have suggested that turning off screen shake helps, which I'll try.
The screen shake toggle turns off the shake itself and the parallax effect. The background swirling motion is unaffected by that though, I could add an accessibility option for that too
I'm not sure it's necessarily necessary for my specific circumstances, but more accessibility can't hurt
this might sound like a weird request, but would it be possible to split shake and parallax? I wasn't a fan of the parallax, so I turned it off, but I'd probably enjoy the juicy screen shakes whenever something good happens
I wouldn't be surprised if splitting it is surprisingly difficult :P
but IMO, it's a very low priority thing - I can definitely live without screenshake
The swirls make my brain go brrr
Suggestion: There should be an homage of some sort to the Motorhead song "Ace of Spades." Maybe motorhead joker. It could have an effect like "Adds +50 chips, +5 permanent additional chips each time you score a hand that includes the ace of spades." Scaling in a way similar to that tarot joker.
it'd be a disservice to both the game and the reference to not just name that joker Lemmy
don't think localthunk's lawyer is gonna like this one XD
I've tried to be careful with the references
If you keep it to "Ace of Spades" it should be generic enough but feels samey like "Shoot the Moon" with Queen of Spades (minus the chip scaling)
World Series of Joker
Beat the hand below for 2X Mult, lose and get 0.5X Mult [shows randomly generated hand rank here]
Suggestion: it'd be nice to be able to see what cards are missing (been seen this round) from the deck, I try to make a mental note but having it in the ui would be nice
This is a specific design choice by the developer, to omit being able to see the deck or 'graveyard'. It's designed to make players count cards in a manner similar to a blackjack player, and to avoid players trying to overly min-max every decision to the point that gameplay might become too mechanical
It would be kind of funny but kind of cruel to have a challenge deck that actively lies to you, like there are fake cards in the deck that score nothing that mimic your actual cards
Seems like a good card to rage quit with 😆
Seems like a variant of the gambler Peglin in that game, could be interesting if a tie was just a 1x mult too
BlackJoker
+21x mult if your played hand total is exactly 21.
[X21] mult if your played hand is the Ace of Spades and any black Jack. Unlocks secret hand “Blackjack” which scores on any two-card 21.
+21 mult or 21x mult? that's a real big difference, with one of them being insanely strong
Yes, that is a real big difference
+21, you have many many ways to get to. For example, four Aces with a 7 kicker (11 + 1 + 1 + 1 + 7), four threes with a 9, three 5s and two 3s, etc.
The [X21] would be mitigated by the fact that you're playing a friggin' high card so it's not like you're stacking that [X21] on top of any hand that's going to DO much.
And blackjack couldn't score much more than a pair, honestly, even though it's two specific cards, even as a secret hand.
@mossy trellis's was the only mention I found of being able to lock/hold jokers until the next shop. It's the only thing I thought about on my playthrough of the demo. I think it would unlock some really fun stuff. Each deck gets 1 hold to use, but it only holds through 1 round and then it's spent. Then there could be [tarots and jokers that give holds, a deck color with an extra hold, etc.] other stuff that builds on.
or pay a small amount to hold a joker over to the next shop could be a good idea
Both seems like good ideas.
a Hearthstone Battlegrounds-like "freeze" could work - you either hold all jokers to the next shop, or none
I believe Super Auto Pets allows you to choose which one
Yea super auto pets lets you pick and choose which you want to freeze for the next shop
Or, maybe have the price of the joker increase by 1 each round it's frozen.
I've only been consuming content (missed the demo) so correct me if I'm misunderstanding how it works, but if the sale price is tied to the purchase price then the joker that consumes the joker to its right and adds the cost to its mult could have some cool synergies with shop freezing.
I believe that's correct as from the videos I've seen if u lower the cost price of cards in the shop, it affects the sale price (thus the bonus the dagger can get)
Suggestion: Voucher - your discards are scored as if you had played them as a hand, at 0.5X mult value
That seems really strong
If Joker's/modifiers aren't applied and it's just the base hand it still feels strong, but less egregious
or you could do the reverse and have a voucher where discards proc abilities but dont contribute to score
would let you discard 2s for wee joker, and scale ride the bus quicker (at increased risk of your hand just being full of face cards you cant get rid of)
also could let you proc loyalty card twice per blind under the right circumstances
Vouchers are hard because you want them to useful but if they are too useful them you need them every run.
Or you make them really good or really hard to unlock
So they seem the hardest to make
do vouchers have rarities?
they have upgrades
good question
at the very least I dont think they have a visible rarity, but idk about under the hood
They do
gotcha, appreciate it 👍
i suggest that unlocking a deck which includes a voucher, unlocks that voucher
I suggest VC rooms for the discord. Feel like that should be standard xd
make joker that has some ability to reshuffle deck after runnung out of cards
a lot of cards benefit from playing hands, (supernova joker, space joker, etc), so it can be a bit annoying if you score too highly and end the round, it'd be nice to have the option: 'would you like to continue playing this round or end early for a bonus $x'
- be able to click the deck to see the cards left to draw, if I could count cards i'd be at the casino
eh I would say that if you can go to effort to get something, you're only punishing the player from having fun. for example I could just write out all the cards and then cross them off, it'd take a lot of time but it would give me a little advantage. but it's not going to be fun since it takes so much time, so I'm not going to do it, but then I'm always going to feel like i'm missing out, every time I have to make a decision that would be made easier if I knew what cards were left, I'm gonna think, ahhh what cards have been played? idfk, fkn stupid game, whatever i'll just yolo it and if I lose it's the stupid games fault. some skills should be built up for the use of the game, but card counting is not one of them, especially since you can just write them down. so the game should just do it for you.
that's similar to the argument made for deck trackers in games like Hearthstone
deck trackers in Hearthstone are third party overlays which read logs to figure out what cards you have remaining in your deck
and also track a bunch of other stuff which you'd normally have paper for
ye and hearthstone allows it, also that's a competitive game, so it's more understandable to not allow it or not do it in game, it's different in a single player game
i think it would be less fun - making the decision easier for the player isnt necessarily a good thing, as thats where most of the tension/difficulty comes from
absolutely, u can track the deck manually or via whatever means u want, the same way where u can also manually calculate the exact points that ur hand will generate, but it should be a conscious decision ur making, rather than having it given to u
if, for example, u know the cards at every crossroad, the possible hands, the possible points, then why even fight the blind? its a pretty clear "true or false" as to whether u win the round or not as u know ur exact maximum chip score
tldr: i understand that not knowing can feel like missing out, but too much information may result in loss of player agency and, in turn, loss of enjoyment
also a major aesthetic theme for the game is literally fighting the casino
maybe this would be better as a tarot
Would be a pretty bad tarot, considering how infrequently that happens
given the new tarot-only slots in 0.8.8 i feel like it would actually be worthwhile in a super thin deck build. help get you out of a bind
Joker idea: Hype Man
1/3 chance to improve the hand
(This is just an example, let’s say you play a Straight, the hype man would instead make that hand a Straight Flush)
yeah but then it'
s just a worse mr.bones dupe
Suggestion: Life's Finality: Whenever you play cards, discard hand and redraw. If current decksize is zero: 5x Mult.
if deck is 0 you die on that last hand
I think she's saying when you play a hand if your deck is empty you get 5x
probably should be higher but i'm keeping it low as it's the synergy with acrobat would be undeniable to anyone running so it would be 3x * 5x. however if it gets implemented and it feels way too low... yeah but this main synergy is one I would worry most about.
other synergies would include (increased discard amonuts per round), (Tarrots to rigg the deck empties at zero in intervals of your Handsize), (Handsize to discard quicker to zero).
she*
That is my bad, sorry
np
Toughts on beeing able to deactivate voucher tarrot/planet cards show up x more times in shop at will? Cause sure i want to buy the voucher for letting other vouchers to show next time, but also say I want to go huntin for a specific joker but the odds will probably be lower when all these tarrots/planets take up a shop spot
an option in deck screen to organize by rank instead of suit sometimes using erratic makes it hard to view how many of a certain value you have
Joker suggestion: Accordion man. Add multiplier equal to 3x cards in hand.
a reskinning of the fronts of the cards based on the different decks you use would be very cool although that would be a lot of work considering the assets would have to be done for all the card variations aswell so maybe like one other card front for 100% unlock or somthing would be neat
Suggestion: "invert hand selection" button. I'm sure we've all been there, trying to work out our straight flush with Four Fingers, finally figuring it out, and then having to painstakingly double-check as we manually invert the selected cards
Mmm, a context sensitive button that is greyed out, that becomes active only when you have 5 or fewer cards not selected
It would be interesting to see a high roller deck revolving around probabilities maybe with a starting probability joker and a wheel of fortune or something of the like
A toggle on the deck view to show numbers of rank as opposed to suit would make sense to me considering gothic spends a decent amount of looking through and counting quantities of rank like how many 2’s or aces
A deck or joker that buffs tarot cards similar to tarot cloth from binding of Issac’s would be neat mystic joker or something
And you know that you forget often and have to check again 5 minutes later just make make sure
between that and taking my phone out of my pocket 10 seconds after I looked at the clock because I already forgot, I don't know how I have any time left in my day
2 joker cards ig (I had multiple name ideas so I just used a / to differentiate)
Jokernosticator / Fool's Fortune
(The name Jokernosticator was from Joker + Nosticur which is latin for 'he who knows' and also prognosticator which means someone who foretells the future)
Galactic Gambler / Jokertonomy
Both cards have the same ability besides the difference of the 1st being for tarot cards and the 2nd being for celestial cards
Ability (2 ideas so just pick the better one?)
- Mega packs have a 40% chance after opening to obtain a jumbo pack. Jumbo packs have a 20% chance after opening to obtain a normal pack
or - 10% chance per remaining tarot card in hand and from pack to open another pack with 1 fewer card
Credit to GothicLordUK for the ability suggestions
Could go even further and have it be 40% change to opened a booster with 1 fewer card, 20% to open with 1 fewer card 10 to open with 1 fewer card. Would mean you can scale with the voucher for larger boosters. Good luck getting all the explained in a sentence though!
So you'd go from 4 cards with the mega then 40% to open a jumbo then a 20% for a normal and then a 10% for a single tarot card. You could also just make it like "10% chance per remaining tarot card in hand and from pack to open another pack with 1 fewer card"? And for yours it'd be "Mega packs have a 40% chance after opening to obtain a jumbo pack. Jumbo packs have a 20% chance after opening to obtain a normal pack" ?
It's a little different from what you said but my sentence is already too long I think to fit the description
Something in that vein yeah. the tripple success wotn happen often but when it does it'll be awesome
Like wheel of fortune 😭
3.2% chance for the full one
Doesn't seem broken at those kinda %s
Until someone pulls up in double oops all 6s
Eh if you can pull that off you deserve a snowballing OP run
anything that would make all 6s better is good imo
I had four similar joker ideas before going to bed last night:
- +Mult affects chips instead if chips is lower (likely underpowered)
- Swap chips and mult when mult is higher (likely underpowered)
- +Chips affects mult instead if mult is lower (likely overpowered)
- Swap chips and mult when chips is higher (likely overpowered)
such a joker would give quadratic scaling (not exponential!)
unless im not understanding, i dont think swapping chip and mult values will do anything to the score
cause a * b is the same as b * a
unless u mean like a * b becomes a * a if a is higher?
Well if it's in the front right after a big chip gain you can flip it to multi to multiply it wither other cards and make a super high multi
well a * b * c is still the same as b * a * c
u could make an argument for additive gains, but its better to add to the smaller value before the multiplicative steps
definitely an interesting idea though
honestly yeah the first 2 are probs too bad to have any value but i as someone who has only played the demo dont think that the latter 2 are overpowered as they are very situational
there was some talk in the playtest chat (I'm not a playtester, just someone interested in updates) about the general score scaling, and was wondering if we could get better-than-linear scaling in a not-overpowered way
the "swap chips/mult" idea was to get quadratic scaling, but I'm not too sure how to do it in a nice way
I had the idea of
- Average mult and chips together
but that's too consistently good
that'd be a strictly better version of the above jokers
silly idea: O(n log n) scaling (how would that work??)
Could do a card that does like subtract hand's chip value from chips and add to mult? Similar kind of function
Not great in many cases without jokers that already give massive chip scaling though
Suggestion: have the King of Hearts' card art feature his classic "stabbing himself in the head" design. Purely aesthetical, but ya gotta respect the Suicide King
Building on above, joker "Kevorkian"… maybe * mult based on # of king of hearts played with a jack (doesn't require jack to be part of the scoring part of the hand)
Maybe a bit too dark though
Now that we have a seperate space for additional cards. A card that allows us to remove a joker from the pool of available jokers (Needs to be used on the shop screen).
Could have an interesting risk:reward mechanic if it nukes all the jokers in the shop from the pool, making an interesting balance with the +shop modifiers.
I thought about this as well, but timing of this joker could be changing that. If your jokers generally upgrades the mult, and you know the current hand would have a high mult as well, you could swap that mult for coins first and get a higher score. The ideal progression from coins and mult in a situation is to always upgrade the one with the lesser number.
interestingly, 1 mult is often equivalent to 5 chips (if comparing Odd Todd and Even Steven)
yeah thats what i meant with better to add to the smaller value before the multiplication
maybe thats one way to determine whether it modifies the chips or the mult - performs modifications after this card to the lower of the two
I’m not sure if this is already a feature, but in GothicLord’s gameplay video his played hands always went highest to lowest card (Ace,King,…3,2). I think it would be cool if the hand played on board was in the order that the cards are in your hand (left to right) so you can put a polychrome ace at the end of the hand instead of the beginning.
There are also cons to this, such as removing an element of strategy where the lower cards currently have more polychrome value, but it could be a good addition.
My newest dev branch has that change 🙂
Love it! Thanks for your work on the game, excited to play it on next playtest/full release
Isn't "Ride the Bus" too powerful for a common joker? I don't understand why this one joker scale so quickly when all the other common joker are so relatively tame
yes
It's on the 'to nerf' list
Also I think I'd be a nice feature if the game told you the score of the hand you selected and/or there was a calculator included in the game
This probably wont be implemented. Telling you the score outright has issues with a) some values in the calculation being randomised and b) knowing exactly how much something will score will remove an element of anticipation/surprise/speculation about each hand played, resulting in the game becoming too much of a min-max every hand exercise. While some people may prefer it that way, it's not the general direction the dev wants to go. (This also goes for the decision to make it so the deck/'graveyard' can't be observed at any time)
@obsidian apex I know that this idea maybe a bit outlandish, stupid and possibly hard to program. But, I am musing the concept of a "Constellation" Themed Cards.
Going to expand on the idea or just the name?
Jumping off that, maybe a way to upgrade secret hands once they've been played in a run
I was actually thinking of something like that. Get out of my brain
You can with space joker
neat! i dont think ive seen the card yet in the vids ive seen (i probably have but missed it?)
They travel the solar system up in space, upgrading our hand rankings among the planets
ahh right - i was thinking like additional to the planetarium cards, have special ones that have the same function but specific to secret hands
instead of a joker
Voucher suggestions, both dealing with booster packs (my name ideas might be crap but the idea I think is solid)
Searched Booster / Scaled Booster / Weighed Booster
$10
Any booster packs purchased have a 50% chance of containing your most played tarot/planet card from this run.
Upgraded version - $20
Any booster packs purchased will always contain your most played tarot/planet card from thsi run.
Alternatively, and I have no good naming ideas for this:
$10
Booster pack prices reset to $5 each.
$20
Booster pack prices PERMANENTLY stay at $5 each.
(The latter being there for some kind of way to counteract just how insane it gets to try and build some kind of run that needs significant tarot support given it's +1 every time a pack's bought...)
I don't understand why troubadour is a thing, it's just juggler but more pricey and with a drawback
Juggler got buffed from +1 to +2, but Troubadour didn't get nerfed yet. It's on the 'to be amended' list 🙂
Ah I see
i noticed all bosses (as far as i can tell) have the same sort of extra goal - score at least 2x base for extra $5
might be worth having special goals based on the boss for different bonuses
i have an idea for a joker and a challenge needed to get the joker
you would have to beat a blind with only high cards, and the joker would be all cards played that are not part of the hand still contribute chips and have abilities able to be used with them
so you could play A Q 10 2 3 and you would get 25 more chips and if you had fibbonacci or hack or something, you would get some bonuses
might not be that good though
another one is that steel jokers mult applies after every other bonus, but that might be a bit too op, and i don't have an achievement idea for that
First joker sounds pretty strong tbh
it would synergise well with the flower pot and such
I feel a system to upgrade the jokers (I mean the base effect) would be cool. Would be probs hard to balance but people do love when the numbers go big
Some jokers would be hard to upgrade (like the one that trigger cards multiple times) voucher and hands can be already upgraded and edition are already sort of upgrade
Id love some way to pay to remove an effect (foil, holographic, etc) from a joker just for the chance to add a better effect back on
Risk vs reward of paying to actively make your jokers worse, just in the hopes of eventually making them better
if there isn't a suggestion on this already, this would be my take: Guilty Joker: Increase the amount of jokers you can have by 4 but also debuff some of your deck
just make it trigger 3 times smh
Card debuff other than "this card doesn't trigger" could be interesting addition
The Void: doubles the chance to find negatives each round one card in your deck is destroyed
that's a smart add!
Maybe #💭・suggestions-old and #📜・bugs-old could be forum channels for better organization and less duplication
Planets of higher tier hands should have a bigger multipler than 2 rather than just 5 extra chips
It's silly that you get 2 double pair planet and suddenly double pair is your best hand forever
Why would higher tier hands be different?
There's already a benefit to playing them due to the inherent increase in chips
I'm saying that for example the royal flush planet should give a bigger multipler than just x2
Because as it is right now, it's just easier and more rewarding to buy multiple planets of easier hands since the multipler increase is always 2
There's no risk vs reward aspect because in the case of bigger planets the risk greatly outpace the reward
I think this is offset by the difference in base mult, the inherent extra chips, and this is already the case with the Jokers with the multipliers
I suppose? but the benefits of synergies from Jokers are much more favorable to most of the higher tier hands
It doesn't take many planets for a lower tier hand to become as strong as a high tier hand
And again that wouldn't be a problem if high tier hand planet would have a bigger payoff
sure, but factor in jokers and the higher mults values and multipliers, and I think it balances out
would be nice if we could not only see our most played hand/joker, but also how often we played the others
There are 9 hands right?
And straight is the 5th strongest
So maybe planets could work like
Straight planet multipler is 2x
Every hand higher has a 0.4x higher multipler
Every hand lower has a 0.4x lower multipler
So like flush planet would be 2.4x and Tris planet would be 1.6x
Or you could do something like the top 3 hands have a x3 multipler, the middle 3 have a x2 multipler and the lower 3 have a x1 multipler
Building off of this,
having the braided deck increasing the first hand of a run's level by 2
that way the player doesn't have to grind runs to change the most played hand, and doesn't require too much added complexity
i'm pretty sure he already said this is happening in the next patch
ope im stupid
Strange deck: all cards are odd or all cards or even
Magnets tell you what your most played card is in the voucher menus
Marked Joker:
Whenever you select to discard, it will show what cards it will be replaced by, so if you want to discard three cards, you might see the next three cards on top of the deck.
Minimalist Joker:
Simple premise, the lower your card deck size is, the more multipliers you get.
what would stop people from marking five cards and seeing their next five draws regardless of what they do? I'm not trying to be snide, I just can't word it in a way that sounds nicer 😅
Hm, dunno really. Probably like doing a next up thing, but that would feel like too much trouble idk
Joker that reverses the values of the cards you play: Ace is worth 2, King is worth 3 and so on
Fragile Cards: Cards break upon being played once
Combo-Joker: Joker allows you to play multiple (or only two) hand types per hand played. (Balanced by hands being worth a percentage of their original value)
"Fragile Cards: Cards break upon being played once" This is now how glass cards work, but its a 1/x chance to break
Noted, didnt play them at all in my demo runs 😅
It changed in the 0.8.8 update 🙂
Ahhh, that makes even more sense. Thanks!
Note on the Combo joker since i like the idea so much:
It can actually take a wide variety of forms:
- Let it only be two hands that are each worth 50% (or x%), taking the two best hands
- Let it be all hands but they are only worth a percentage of their value (Maybe also based on the number of hands) (Seems like it will just spam the screen though)
- Cards are only used once or only some are used n number of times, or all can only be used twice -> Example for the last one would be: Full house + three of a kind + pair (Since then all cards would have been used twice)
Actually got an idea for another type of card from this:
Instead of making it a joker, it could be a card enhancement. "This card will be played twice during each hand" Which would allow for more clarity by making it two hands that are being played with each play using one of these cards.
Example Pair of Aces and one of the aces is a "double" card --> Pair of Aces + High Card Ace
Also suggestion make the suggestions channel threaded so the suggestions dont get burried
An option to select your starting deck at random would be cool
(bonus points if you can customize the randomizer to have a blacklist and/or whitelist but thats gravy)
might be interesting to have a tarot card that upgrades the numerical value of flat + mult on a joker card (doesnt allow X mult cards, but lets other lower tier jokers potentially scale further into the game)
Maybe we could get planet cards for the secret hands that only show up after a secret hand has been played that round, and they would be disproven planets like Phaeton or Tyche, a more recognizable one would be Vulcan but thats a star trek thing now so might not want to get too close to copyrighted stuff lol
heres a list of hypothetical planets, many of which are disproven: https://en.wikipedia.org/wiki/List_of_hypothetical_Solar_System_objects
A hypothetical Solar System object is a planet, natural satellite, subsatellite or similar body in the Solar System whose existence is not known, but has been inferred from observational scientific evidence. Over the years a number of hypothetical planets have been proposed, and many have been disproved. However, even today there is scientific s...
problem with adding tarot cards is there are a set number of them, hard to add any without changing the ability of an existing one
Wheel of fortune having a 1 in 6 chance to upgrade the edition of a joker kinda sucks
So maybe it could have 6 different effects with one of them being upgrading the edition
Or it could have the effect of a random tarot
Maybe the wheel of fortune could give 2 random power ups to cards in your deck between gold/steel/glass and so on
ah fair - i did not know enough about tarot cards
that being said, after having a quick look i believe "the soul" doesnt appear as a normal tarot card (though im not necessarily saying its a reason to increase the pool)
The soul actually does exist, its just kinda rare and it gives a random legendary joker
which is the only way to get legendary jokers
no thats what i mean - in normal tarot cards (outside of balatro)
ahhhhhh i see
i do like the idea of giving wheel of fortune a bit of love though - the 1 in 6 does seem a bit rough
it used to be 1/4 but was overpowered and was almost an insta-buy, even if it doesnt feel like it should be lol
yeah
upgrading joker edition is real powerful, but if 1/6 was too far i imagine itll get dialed back
i do agree that even when it was strong its not that exciting
since most of the time nothing happens beyond losing money lmao
i personally think it was too powerful when u had guaranteed tarot reading for free each round, but now that its pay only afaik (and increasing price each time) maybe the 1/4 isnt as op/insta-buy
then again, a bunch of other tarots got slight nerfs too
i was moreso talking about when it showed up in the shop section that had jokers, not the readings
also:
Gothic Reminder (Joker)
Prevents first instance of triggering Boss Blind ability from an attempt to play a hand
(sorry)
ahh good point
maybe wheel of fortune upgrades a random joker in a set order, like base will become foil, foil -> holo -> polychrome or whatever, rather than just base chance to upgrade and then random upgrade from that
could be a chance to upgrade a random joker in that order, or it could just always upgrade and maybe tweek the chance of it appearing rather than the chance to do it
yeah I kinda like the idea of always upgrading but having each rarity weighted so polychrome is still rare, and then maybe have a function in the shop that lets you pay to remove an effect from a joker so you can keep gambling for better effects
but I think that would make fortune even more of an insta-buy because even the worst effect is purely positive for every single hand played lol
i don't think it's inherently bad to have insta buys/insta takes in roguelikes, but that's definitely only up to the dev to decide
one option could be to have the wheel of fortune be a counter - need to purchase it 4 (or 6) times to upgrade a random joker
this way it is guaranteed after a specific investment, which may or may not be better than the instant upgrade u get from the other tarot card options
though it would still be insta buy in the shop (barring a very high cost)
doesnt fit as nicely with the theme though 😅
at that point it would just feel better to have it always upgrade and cost 4x or 6x or whatever its current cost
since you could buy 3/4 and never find the last one
imo
well, keep in mind u dont pay the cost of the cards when u purchase packs
its availability over cost
heh i sometimes have that - i dont have beta access, so try to keep up with videos, however when ive run out of the most recent stuff i look at the older videos and forget that theyre not entirely an accurate picture of the current state
ditto
Maybe Wheel of Fortune could have one of six different effects, each with a 1/6 chance?
Yes that's what I was suggesting
Like…upgrade joker, +$25, add a card of your choice (rank/suit) to your deck, one free redo of a failed blind (like the old Free Spin token on Wheel of Fortune), forced skip of one blind and you don’t get the reward (like Lose a Turn - or less painful, -1 hand next round), and money resets to $0 (Bankrupt)
So like…you might get something amazing but you also have to seriously question taking it sometimes
I think this fits even better but would be hard to explain on hover over
“Applies a random positive or negative effect.”
Might have been mentioned already. But a boss blind was "No flushes" and it also doesn't allow Straight Flushes. I assumed it would work differently than that, that might also be my software engineer brain.
When the rules are vague they generally lean toward less lenient I've noticed.
yeah maybe on mouseover they could have a slightly expanded description where warranted because no flushes actually means "no hands which contain flushes"
Why would it be
Lucky card has 2 effect
Yeah but 6 effects would be a lot to effectively condense into an easily understandable blurb
also lucky card is already a bit cumbersome, so 3x that is pretty rough
Yeah I lost a run to that one :/
Rags To Riches (joker): +10 mult when an Ace is played but not scored
I haven’t played but from watching on youtube - the boss blinds really limit the viable builds. For example if you make an all diamonds deck and get the no diamonds boss blind, it just totally kills your run. So I’d never try to build an all diamonds deck. If there is a bunch of decks I never want to play cause of boss blinds then those jokers supporting those decks are all useless.
The reroll/disable boss blind mechanic doesn’t feel like a satisfying way to play around this.
In order to open up the viability of different builds, I’d list out all the different builds you’re trying to encourage and make sure there’s no boss blinds that outright kill that deck. At worst it should feel extra challenging, not impossible.
Either that or could make each anti go for more rounds and give more opportunities to reroll/disable the boss blind.
You can defeat these boss blinds relatively easy with the right jokers, even if your main suit is disabled.
It's not a complete game ender, and additionally, it's very difficult to get a full deck converted to a single suit
And if you need some small accomodations, you probably gotta check what the boss blind will be in advance, then you have 2 rounds to prepare
(not that I ever remember to do so)
Depends, if you just wanna get to ante 10 sure it might be easy enough. But once you get good at the game you’ll be pushing endless runs most of the time and then why would you go all diamonds? Once you get high enough anti you’ll have refined your deck and jokers a lot and no diamonds would outright kill a diamonds deck.
Maybe you do all diamonds sometimes and take the gamble you won’t get outright killed by the boss blind.
I have a lot of hours in slay the spire and I find it very satisfying that if you achieve your final build, you just dominate every boss even the hardest boss on hardest difficulty, only thing that can kill you is awful hand rng. The difficulty is putting all the pieces of the build together without dying along the way, not your build getting outright countered.
Theres a Voucher that let you reroll the boss blind, i mean, if you are going to endless mode, probaly already appears in your shop
Not quite following
I’ve made it to Ante 20 several times with builds of a single suit
I think you’re misunderstanding the way the blinds work.
If you have a high enough multiplier, and additional chips granted by something like Wee Joker, and high hand ranks, you can avoid the issue of disabled suits
The Suit nerf Boss just nerf the Chip bonus amount that you was gonna received if they were not nerfed
Maybe I am I dunno, so you’re saying you can get to ante 20 on a single suit, get the boss blind that bans that suit, and then still beat that boss blind?
yes
On ante 20? With no cards that work
you can make hands with the nerfed cards, just dont add chips
Yes
the value of your cards is a drop in the bucket at late antes
Literally
1 foil card already give more chips than the average hands
Oki I’ll take your word for it, I would have thought it’d be impossible with all your card mods disabled too, and the multiplier effect you build up multiplying 0 from your hand but again I just watch and the games I watch people just straight up die to suit restriction.
Also nerfs things such as Mult or Steel card effects, the discarding of Jacks for Hit the Road and other things like this
Yeahh, i forgot about that, theres that too
The suit boss in the early runs that you go in the game i think thats normal that appears to be a strong boss, but the game actually give some nice possibilities to escape that, and you straight up die on that boss if you are going on a Flush based build with for example a Clubs joker and the boss blind nerfs clubs cards, and you dont have flushs rank up in level ( to compensate the chips or mults that you not gonna win for the cards ) or any other hand upgraded or any enchanced card in deck, that means that you are not buying tarot and planet cards or forgeting to see the boss blind and be prepared or just skip a blind to reroll the boss if possible, or buying the voucher that let you reroll the boss blind paying for it.
i am a flush type, and in the beggining i was dying hard for the suit boss
BTW, I am stupid enough that I can't remember what hands I've played already
which makes "only ever use 1 type of hand" and "never use the same type of hand" weirdly hard
maybe by clicking on the deck itself ? (since it's currently just decorative)
what builds were you trying when you was playing?
multiplier for anything with a paiir / multiplier for anything with a flush / something like that
so really, might have been anything
Another small suggestion: keep "run info" opening at the tab that you last checked, so you don't always open at deck composition and then need to click something else
and another small suggestion: maybe default main menu to "continue last run" instead of "start a new one"?
This seems far less needed as I'm far more likely to have finished a run before closing out than to abandon a run in the middle. So from the main menu I am far more often going to be starting a new game than continuing an old one.
If there's no run to continue (you lost and quit), then of course continue is inactive and go back to "start a new one"
the only situation where continue exists, is when you quit the run mid-run
There is also "I beat Ante 10, but didn't go endless and quit to the main menu" which offers a chance to continue a run, but you may be looking to start fresh rather than taking every run you play endless
Deck composition could be more detailed telling you specifically how many 7-8-9 you have and so on rather than just face cards
Or even better
When you pick a joker, it tells you how many cards in your deck that joker triggers
Like
Even Steven: all even cards give you a x4 multipler (20)
Or it could give a percentage
Even Steven: all even cards give you a x4 multipler (38%)
What’s the benefit of this to the player?
comparing percentages doesn’t really get you much when synergies are what you’re predominantly looking for
A higher percentage isn’t inherently better
% would show you how likely you are to see the relevant cards, I would probably find it helpful personally
Yes, this
showing the number of compatible cards or percent of compatible cards would be really helpful but might be a bit of info overload, maybe best to be an advanced info setting or something
But how does that help you?
Frequency of compatible cards isn’t really that valuable to know
Why not?
Seems relevant to me
because higher frequency isn’t inherently better
Sure but I can make that decision myself once I know the info
But it is, if your deck is all diamond card, the diamond joker will always trigger and the other 3 suit joker will not
but what I’m saying is that the info provided does not directly help make a decision for you
I dont think the idea is to make the percentages seem like a point of comparison between jokers, just a way to show the relevant info to that joker without checking your deck every time
If anything it’s more confusing having additional numbers
This is like a click away to determine the amount of cards in each suit
right, so why not put it on the joker card itself
and if you don’t already know what your deck is comprised of, you’re probably in either the early game or not paying attention
if that info is so readily available, why put it behind extra menus?
Would just be nice to see at a glance
Because it’s adding additional info that’s not valuable 90% of the time imo
I do agree extra numbers could be confusing, so making it an advanced stat setting would be best
I think it is a good idea - but the descriptions are meant for succinct need to know information only
This is easy for suits, but not for something like even cards
or seven of clubs (i believe there is a joker for those specifically)
especially with an erratic deck where the deck display is all jumbled
Yes tbh I thought that would be a good thing to add because of erratic deck
The only time I have really deviated is the 'compatibility' alert for blueprint, brainstorm, fool, high priestess
I dont remember high priestess, but for blueprint, brainstorm, and fool its basically required to add the extra info because there is nowhere else to check it, correct?
Correct
Adding number of compatable cards or deck percentages prob shouldn't be the default but it would be nice to have an advanced stats setting where you can see things at a glance without menu hopping, for slightly quicker/smoother gameplay
just a nice QoL feature imo
Makes even more sense to me now that you reminded me of those edge cases, you could display the number of relevant cards in a similar little area to brainstorm
I would like a "Count for me" option where I can see what remains in my deck, but leave it as an option for the card counters out there who get the thrill that way.
Joker Idea: additional non-scoring cards score. Inclusive Joker
Joker Idea: see the bottom five cards of your deck at the start of each round. Inspector Joker. 🔎🃏
There’s something really interesting to this. I like it.
Hand idea flush 5 (five of a kind of the same suit)
Suited 5 of a kind not being a secret hand feels wrong
Joker idea: Numbered cards can count as one number above/below for straights if needed (as in 2, 4, 4, 4, 6 would count as 2, 3, 4, 5, 6). Maybe should work for odd/even joker procs as well if that's not a bit OP. Name: "Kind of a four"
it's already hard enough on my feeble brain to figure out straight flushes with Four Fingers, thankyouverymuch 🥴
Also, it would be nice if for example the regular full house has a better multiplier than flush house the regular one should be used. Saw someone get punished for playing that a while back.
On the side of planet cards, an idea would be a sort of black hole/supernova card that just does +1 to all multipliers upgrade, as opposed to upgrading just 1 hand type. Same for adding +10 chips to all hand types.
Dev's already said no to this, sadly #💭・suggestions-old message
First shop should always be guaranteed to sell atleast 1 joker because you can not afford to reroll first shop
I mean the black deck can go small and big without anything. but the boss blind is tough for it.
If it hasn’t been suggested a reverse tarot might be fun for example reverse strength downgrades a card one rank , the other tarots would follow it’s an idea
The odd thing to me about that is you could just default to it being on for the card counters and people who view the practice as largely unnecessary for their enjoyment of the game could just turn it off. An optional accessibility feature hurts nobody. 🤔
This is one of those features that has been hotly debated many many times, so many times in fact that I'd put it in a suggestions FAQ if I make one.
Adding a feature to track what cards have been played or have yet to be played would be an advantage, so not an accessibility feature. Having access to that information would materially improve your decision making, so for the contingent of people trying to reasonably min-max the game (most roguelike players imo) it would become a requirement. Even if it is optional, the advantage would make it so it isn't really optional. I think that would slow down the game significantly and make the overall experience less fun, since even good menus/UI are worse than a mediocre game
The reasoning is more about emulating the poker experience, which I get.
Oh nvm I must've been misremembering, sorry.
Honestly, most people (myself included) don't count the cards and just guess at what has been played or has not been played. I know it bothers others but it all plays into risk reward.
@formal glen you are also right, it is also thematically linked to the same concept in poker/casino games
Just reminds me of other optional challenges people can take on to make their run "more better and legitimate" than yours. Like easy, medium, and hard. That's what I meant by accessibility-- easy is an accessibility feature. If that makes sense. (That said respectable either way 😌 )
Yea slay the spire has this feature as a relic (basically equivalent to joker) in the game and I used to always take it until I realised it just slowed down the game and made it less fun
What? You can just check your deck whenever in sts can't you? We aren't talking about seeing the order of cards
Similar enough concept though
man are you talking about frozen eye lmao
Ye
Don't people hate that relic?
yeah it's because its always right to take it
but it slows down your game alot to make perfect plays
Yup
Yeah that is exactly what I'd like to avoid, I think the concept is pretty similar. Just another thing you always have to check every hand if you want to make the ideal play
That's not similar in the slightest...just knowing what cards are left in a deck can be done through memory or noting what cards you've used. Knowing the order is impossible.
This isn't me arguing that we then should be able to see cards left. I'm just sayin' it's very different
How is it decided which cognitive burdens are fun for the player and which detract from the game even if optional? (Not snarky, tone is lost in text lol)
That is a million dollar question right there, honestly
Testing, feedback, not listening to what players want but how players feel about a version of the game
Because, for example, players might say they want 10 joker slots instead of 5
But it is definitely less fun that way
Number of jokers isn't a cognitive burgen
That's purely balance-- I'm talking about cognitive burdens. Like, if you only ever play games to wind down after long days of work, and you jam 1 hour of games a night, you may want to make the correct plays without wanting to take on the cognitive load of counting cards in an everchanging 52ish card deck.
Well, cognitive burden can be part of balance too.
Honestly it's only human to optimize the fun outta things
Iconic quote in game dev
https://www.designer-notes.com/game-developer-column-17-water-finds-a-crack/
where does this end? is there too much burden not knowing what cards you’ll draw?
That's not cognitive burden either...
Again, cognitive burden isn't an objectively bad thing, but that's not what it means
This feels a bit slippery slope argument.
The truth of the game is that the information is there for the player already if they're tracking the cards. It doesn't make it easier or harder for the players counting cards (except cognitively). The players counting cards no longer have to, and the players not counting cards now get the benefit as if they were, and people who painstakingly track cards through pen or paper or whatever other glacial methods now don't have to. Or don't flake out of the game because its obscured from them even as an optional feature.
I understand some players love the thrill of counting cards which is why I wouldn't advocate it to be a completely removed feature for them 😌
I think what happens with the pen and paper people is they just stop tracking after a couple runs because that isn't the fun part of Balatro - the jokers and synergies are. So I think that cognitive burden is only applicable to the people that feel the need to always make optimal use of the cards in their deck
Also - I don't know if anybody has counted cards with Balatro. It is incredibly difficult to do with a game like this
Technically possible but as soon as the deck is modified it becomes really hard
Yeah I think the joker synergies are what makes the game fun but sooner or later people will find the best jokers and that's sorta the problem is making it so every joker is worth taking in their own way
It reminds me of competitive digital card games where you view another player's hand or face-down cards and, for ease of cognitive burden or tasks that are tedious, the computer just keeps them revealed to you instead of necessitating you to perfectly recall all the information or grab your pen and paper.
That is true, as long as there are enough unique ways to completely destroy the game then there could potentially a lot of 'best' jokers. That is the goal anyway
I don't think this is a bad thing-- it's inevitable lol
Oh no I think it's a good thing
There's no amount of cognitive power that will tell you what card comes next. Cognitive burden is about things that it is possible to know bit might not be immediately usable.
Like in an fps, you know you fire at the middle of a screen, but you might not know exactly where that middle is. A target reticle shows that, easing the cognitive burden of figuring out the middle of a screen.
Or with Balatro, you can know with certainty what cards are left in the deck, but might not remember or be noting it. An unordered deck relieves that cognitive burden. Again, not insisting it should do that just explaining what the term means.
Sonething that's impossible to know like the next card in your deck is irrelevant to cognitive burden, because there's no amout of brainpower which will make you know it.
I do have a question about increasing the difficulty and which way you are approaching it are you doing it sorta like the slay the spire ascension style?
Sorry for the message being kind of late to what it's replying to. I'm on phone so I'm slow right now
Let's just move onto Azoth's question tbh. The whole deck thing sadly ain't changing, so this is just continuing in circles
I have a bunch of ideas, right now there is the new game + system that makes all ante scaling harder with +1 joker slot
But there have been some really great suggestions that I will likely implement at least partially. The difficulty modulation definitely gives the game more life
I haven't come across a Balatro playthrough where the new player didn't try to click their deck to see what was remaining lol I think its the realization of they could know if they were notetaking but that's fair. If it changes it changes!
have you thought about maybe a pact of punishment style system where players choose what challenges they want to take?
That seems fun
or do you think that doesnt fit your vision for balatro
I somehow didn't consider ng+. Neat
Something like that - similar to ascension in concept. One of the possibilities
👍
I have mentioned this before but I really really love the idea of giving the player 1, 2, or 3 jokers that can't be sold as a challenge
Or giving them a weirdo preset deck they need to win with, like 10 aces
Can't wait to see what you have to cook up always excited to see new takes on difficulty honestly
It'd be awesome to see a weekly challenge with leaderboards that comes with some predetermined wacky modification, though that could be a lot. Or a daily challenge leaderboard with a shared seed that you can only play once (taking from Wildfrost)
Yeah, unique takes on difficulty and ng+ stuff's real neat. I like optional modifiers for extra difficulty and extra reward depending on the modifier. Or being forced to take them like with Hades' pact of punishment
Luke 👁️
Pact is fun and could turn off some features in the game like full deck view, hand count view, hand multiplier statistics lol
Question for all you deckbuilder fans - for daily/weekly challenges how does it work when some of the content needs to be unlocked? Do those runs just have everything unlocked by default?
usually unlocked in the daily even if locked otherwise. except maybe in TBOI where it was just the seed as the daily run?
so current lock and unlock persisted
So new players would have a (slightly) different run than platinum gods?
I’m pretty sure that’s how Isaac’s daily works? Except for the specials
Now I can’t remember how StS’s works
most games I played they have everything unlocked so stuff like different runs dont happen if you dont have the item unlocked
Typically with stuff like that, everything's unlocked, but not always. There's an advantage and disadvantage.
Having everything unlocked for dailies/weeklys means that everyone can truly have the same challenge and same experience in that daily/weekly. But it does mean it's all unlocked, nullifying the player's progression for that one run.
Keeping everything locked like it is in your save means that the player's current progression is preserved for that daily/weekly, but then people would have entirely different options available for their shops and stuff, which negates some of the point of a shared daily/weekly challenge.
I think isaac is one of the only games I played with that weird exception
Yeah I feel like having different runs is odd
Personally I think it's better for everything to be unlocked during a daily/weekly
For sure
and the Isaac daily can be wildly different based on what you have unlocked because there is SO much to unlock - but I get it in that game because if you’re just a few hours in and run the daily you’re just going to get 95% items you’ve never seen
There’s no item explanations in that game either so it’s super hard
I think it would be kinda fun if you had like secret unlocks that aren't explicitly said how you get them and when someone runs into a card they've never seen before in like a daily run they start trying to unlock the secret maybe that's justme though lmao
I think Balatro wouldn't fall into that trap since with Isaac, you look at an item and have no idea what it does, then you take it. But with Balatro, all of your items are purchased and you can see their effect before you do so.
I was thinking that is a fun side effect, you see a cool Joker in a daily run and it makes you want to unlock it in your save
Sneak peek
Yeah I like having everything unlocked for dailies because it kinda dangles the prize in front of u lol
Luke 👁️
The scoring in Tboi was weird right? Like nobody knew how it was calculated? Or am I thinking of something else
I remember spelunky was just how much gold you have, really easy to compare with others
I'm pretty sure people know how it's calculated
You can also see your score "live" during your runs, so you can see how it changes
scoring in isaac is based how many rooms you entered and enemies you killed IIRC
also how many consumables you pick up too
its been a hot minute since I played though
Sorry, I meant that I thought people didn't equate score to having a 'good' run necessarily
yeah
Like the way you play to win a daily isn't the same way youd play normally
Off the top of my head, I think it also constantly ticks down, you get a score boost per floor that depends on floor, and there's some other boosters like hush, boss rush and stuff
Probably a really hard design choice for Ed, how do you quantify an Isaac run
100%
daily you go fast basically
and you don’t choose your “end” you’re on rails to a specific end point
Most systems in Isaac are barely/poorly designed and it still manages to be one of my favorites lol
Fun fact, spelunky 2's daily challenge ranking is different than spelunky 1's. It's based on your floor reached first with your gold as a tiebreaker. Well unless they changed that.
It wasn't until real recently that Isaac items had a real rarity system (the original "rarity system" just punished you for viewing certain items, some of which were considered bad lol)
If I do dailies/weeklies I am lucky. A quantifiable score is the whole schtick with Balatro
I still think deal with the devil/angel is a rich get richer, poor stay poor thing. Getting a deal means you're more likely to continue to get them. Losing a deal means you're less likely to get them. I think something like Gungeon's HP up for winning a boss hitless is better. Because that doesn't make it easier or harder to do the next boss hitless. 
Eh I find gungeon pretty boring in comparison to Isaac
Including that system
It's just not as interesting to me
I think most of Isaac is poorly designed and it leads to perfect play being very ill defined and atypical
Vs just the standard play good = good thing happen
my gut feeling is that you should worry about leaderboards a bit later because I swear everygame there is one people will eventually finda way to cheat and the devs get too lazy to fix it lol
Could just make score be total chips across the run
Might make people just play extra hands they didn't need to though
I'm thinking a combination of:
Highest scoring hand / total number of rounds played, ranked in order of what ante you hit (up to 10)
Yeah highest scoring hand isn't too bad
Could also do two metrics/leaderboards one score based and the other time based
So the daily/weekly is either a speed game or a score attack based on what the player wants
Total chips would mean players are incentivized to get up to just barely not winning a blind and then overkill it, and would also punish 'em for skipping blinds for the alternative rewards. So ye, I think the highest scoring hand and rounds played could be a good one. Rounds played still plays into the punishing for skipping blinds, but probably not as bad. Or maybe that's intended. Dunno.
I meant divided by rounds played
So skipping would be rewarded
This has been my experience in almost all games
A way around this is to tell players what % they placed in
Give people a rank based on that %
Drop in some sweet sweet histograms zachtronics style
right, I think that’s a good solution
Balatro but at the end you're greeted with a zachtronics style "total chips, time, rounds, stuff like that"
Great minds think alike LMAO
You sent that like a second before my msg cmon 
good idea
Luke is this the first time I've randomly found you in another server? I think this has happened a few times. (I'm Vis)
Iirc zachtronics does histograms for global stats to discourage cheating but a ranked list between friends for direct comparison
Since there is a much lower chance of a cheater being your friend lol
Love it
the histograms are so good
We share a ton of servers so I'm sure it's happened before lol
I did not recognize u before u said u were vis tho LMAO
on a note of record keeping so for instance lets say each week has a different challenge and players have like a sticker book of the builds they played/time they took and score what do you think about doing something like this?
The histograms are so great for casual play as well since you don't just see a top 10 that you definitely aren't in, it actually shows your performance in greater context
I like that idea
Hol up
flaming histograms

I lost the vis username in the great # purge, so I went with a different name with a small dumb story behind it.
Fair fair
Mine got reserved for me because of course it did I designed it to never be taken lol
my name got sniped so I just decided to take force of will a legacy players worst nightmare/best friend
I was hoping I might get it since I was a very early user and subscriber, but alas
Speaking of tunable difficulty, I had a thought about a deck that you could freely modify before a run (add, remove, swap cards & add modifiers good and bad) and based on the changes you do you would get some buff/debuff to your mult or chips
Should the buff/debuff maybe take effect over time? Like it's not at 100% effectiveness at first and ramps up to 100% effectiveness over a few antes? That way, weirder stuff can be more viable since you can get your footing in the early game and actually try get a build goin' before it takes full effect.
Yeah maybe not sure, my original first thought was that the buff/debuff would be to some score metric or some meta-game thing but nothing like that really exists in Balatro
I do just love the idea of being able to make up weird starting decks from existing mechanics and just seeing how it goes though, sounds very replayable
Could potentially have a "customs" mode where you can build your deck but it doesn't count for overall stats and unlocks are disabled
If there were a custom mode, I hope that at least could have the "view unordered cards left in deck" as an option. I'd play custom mode and just have that as the only difference
what do you think of a new consumable type in the same vein as the celestial and arcana packs but it does it buffs all cards of the same number so for example like you buff all the two's to add the highest number in your hand to its scoring total
so if you had a 2 pair of 9's and 2's your two's would be worth 11 instead 0f 2
or would this make for a better joker lol
if it already exists that would be awkward I haven't played since demo so yeah
I figured you meant buff their chip value, not "unique" buffs like that. I dunno about unique buffs like that. That's not a "no", but just it does seem likea big thing and I dunno how it'd go 
I think it would be an interesting way of getting chip scaling from another source but keep it as a conditional effect
I still think arcana and planets in general are in such a weird place when you consider with their voucher and without. Like obviously the voucher that gives you a selection should make a difference, but the difference just feels too huge to me. Planets and Arcana go from "they're semi-rare in the shop and often not worth the money" to "Get one for free out of a selection of them every round"
Maybe that's just me, I dunno
That's changed in 0.8.8 isn't it
What part of it? And uh, I don't know. I can't remember the patches.
U now buy packs and the voucher makes it so that the number of options in the pack scales
No more free planets/tarots each round

Obviously can't play and test how that feels myself, but on paper I think that's a good change
Also the pack price increases by a dollar each time u purchase
I agree, it is a good change
I dunno about that one though. But again, can't really check to see how it actually feels to play. So I dunno.
it's def better fundamentally, but as it currently stands in 0.8.8, it needs a balance pass
Do all planets upgrade each hand by the same amount? Like buffing the chips and mult by the same amount for each hand type?
No they do not
Okay, good
They're fairly similar rhough
from my very minimal amount of experience of balatro and what i've seen chip scaling seems kinda hard to come by so that's why I suggested another form of scaling through chips instead of multipliers
but who knows
maybe it's fine
Yeah chip scaling matters way more. When you have some extra chips with the hand or jokers or whatever, what chip value the actual cards has became pretty irrelevant
Remembering Northernlion destroy the game with pairs
yeah I would just like an alternative way to tackle the game instead of seeing multiplier going into the hundreds maybe your chips can go crazy instead
i know boss blinds each have their own challenge (eg. heart cards are debuffed), but wondering if maybe they could have weaknesses too (ie. spade cards are buffed - double chip value)
not necessarily that each boss has both or anything like that, but maybe some hidden weaknesses, or could have a weakness but the chip requirement is higher, etc
time to start stacking stone blocks lol
also im not sure if this has been said before, but what about a hidden hand for 5 of a kind flush? think it might be a fun little thing if people go out of their way to get 5 of the same suit
it has definitely been raised a few time C:
yeah i can definitely see why!
we probably do need a "frequently-suggested" section
flush 5 baby
I have to respectfully ask if you are in the beta if you truly think stone cards are good enough chip scaling because I'm not in it and I only played 50 rounds of the demo brother
So I would have no clue
im not sure if this is different in 0.8.8 yet, but iirc stone cards dont have to be part of the scoring part of a hand (well by definition they cant so id assume there is no change) to be counted towards the chips used in scoring
so on their own maybe not, but if u built ur deck around say ToaK or similar and threw in the stone cards, the scaling could be pretty decent
they dont have to be, but mainly i was just joking
theres potential for them to be insane, as there is a joker that permanently increases their chip count by 20 everytime its played i believe
yeah stone joker
Yeah
Stone joker def makes stones pop off but it's obv hard to get going
Since you need to get a lot of stones first
Vs wee joker making every hand better not just ones with specific cards
I personally didn't find a single stone or way to turn something to stone in my 50 rounds. And I did do a few enhanced card skips :s
i mean put it this way - u can get like 40chips and 4mult base with a full house
then add a max of 50 chips for all face cards or similar = 90 x 4
5 stone cards and just the base joker = 250 x 4
Which adds stone cards to your deck
Well yeah, didn't see it. Maybe there should be some slightly more reliable way but I dunno.
i think tower is pretty common to see, but i think it was overshadowed in earlier versions
This is like on paper maybe its fine but I would like to see it in play
also 50 rounds is like mabye 3 runs
So maybe next demo I guess
need a requests section too - ask those in the beta to try certain combos 😛
I have been watching GothicLordUK and I think I have a better understanding of the game from him
the stone cards need some buffs because they limit your hand choices you cant go for full houses with stone cards
yeah but keep in mind that the bonus u get from a hand (base) is not that high
In my view this game needs to fix the one you go for a flush build all your jokers are based on that then you are in ante 6 and the boss says no flushes you have an auto loss as your whole build is made around that that needs to be fixed somehow.
and something like 2 pair + 1 stone card is already better (base) than say a full house
I will give you that point
theres the voucher for boss reroll, and theres a joker that negates all boss blinds ( tho that joker is pretty hard to get )
but if you never that voucher your done for
yeah but i think that is supposed to press the player into some build flexibility/variance
like you start with erratic deck with 16 diamonds you get the joker thats +4 for each dimond and turn your deck into dimonds then in like ante 6 or 7 you get no flushes you cannot do anything.
while i do like the "numbers go big, whee", there needs to be these kinds of blockers to push more creativity and thought into a build (imo)
I'm pretty sure the joker that negates boss blinds is gone
if u know that there is an ante (because of past experience) that will screw u, need to have a contingency to handle it, and plan around that
Or tarot card I mean
oh is it? i thought it was a legendary joker off the tarot card
yeah the fool changed to spawning the last tarot or planet card used
im not sure if the legendary joker was changed
i think a deck can get a round no flushs in like ante 3 or 4 but 6 and later the score required is too high and your doomed
yeah thats a fair point
wb maybe letting you reroll voucher? but just at a high price?
I think a base mechanic is you should be able to re roll any one blind for 20 bucks and the voucher makes it 50% off
Maybe this should be taken to another channel to not flood the suggestions channel with non suggestions
did i not just make 1 lol
i think its discussion related to a suggestion, but maybe would be better threaded rather than flooding the channel
I didn't mean to offend we are having a mix of a conversation and suggestions so its a bit strange lol
Okay so the 0.8.8 patch is too difficult right now , what changes would you make in the next patch. I think Tarot cards were over-nerfed and should be rolled back a bit. What are your thoughts?
while i do think its difficult, i dont think it needs big changes
game should be difficult, make player feel more rewarded when able to get a successful run
i do feel (with 0 playtime, so take with a grain of salt) that there is maybe too much reliance on scaling jokers
maybe having a way to increase/scale up lower tier jokers would be enough (kind of like how planet cards increase the level of hands, maybe have something that increases the level of a joker)
i noticed that most jokers have highlighted text for the additional mult or chips or whatever they provide, could maybe have something that modifies those values on joker cards (though could get out of hand quickly)
I like that idea. you are right the static jokers just dont take you where you want to go. getting to the endgame is hard so you only go for some jokers. leveling up jokers could be the ticket.
yeah only time i ever see anyone get to the end game on YT at least is when they got the stencil joker, or the acrobatics(?) one
or hit the road
I like the idea of leveling up common and uncommon jokers but leave the legendaries and rares unable to level up
supernova, park the bus, hit the road, wee joker raised fist
flower pot
getting away from the meta pair build is going to take a lot of work. level up jokers is good idea
I think you could underpower jokers and have them level up at the beginning of each ante (linearly to avoid super broken runs) so it’s not an Insta swap to a different joker
i've actually seen luck from flush runs recently, but they do tend to take more to get going
Wee joker is the best joker in the game I suggest it gets nerfed a little. Maybe tone down the amount of chips it gives.
already said it was coming in the next patch
where was that?
Just to be sure, you know we don't have access to that right? Can't even see the name.
kinda hard to somthing we cannot use :p
just spreading it's all in the works
maybe have an option to use ur discards for the coming round during the tarot card phase -> risk of having less discards for the actual blind, but potentially rewarding for when trying to optimize tarot card usage
How about using the autobattler mechanic where if you buy 3 of the same it upgrades, but apply this to jokers. Buy 3 of the same joker and it will upgrade into a more powerfull one. This helps lategame and gives more incentive to buy less desirable jokers with future prospects.
Other suggestion, a secret boss where you fight the joker mastermind/narator that is a mad scientist and he created all the other jokers as experiments
Hello there! I dunno if this suggestion already exists, but how about some New Vouchers that will increse the ammount of shown cards (to 3 on first Voucher to 4 on 2nd) in arcana/celestial Packs.
There could also be a New Voucher that lowers the price of the Packs.
I am sorry if thats already suggested or implemented. I am just catching up on a Youtube series and saw the new Update with those Packs newly in game 🙂
Have a Wonderful day guys 🎃
Apologies if this is alreadya suggestion but a Joker or Voucher that gives gold based on how many chips you overshoot the current blind has been on my mind recently. Something simple like 1 gold for every 1000 chips over the blind you play. Of course could be tweaked to be more balanced if it seems like too easy of a way to make money or too hard.
That would probably have to be limited to a max of like 5 gold extra or something, but it is not a bad idea
Golden Joker already gives 4 gold per round
True, so the cap for that one should maybe be higher for a better risk/reward
if you score 125% or more of required chips, gain 8-12$
🚨 Fun police here 🚨
This has been a really interesting conversation, but I think it's in the interests of good housekeeping that, if a chat about a suggestion turns into a back-and-forth conversation, that one intrepid member of that discussion elects to move it to #🎙・server-chat - or you can splinter the chat into a thread on here instead.
Reason: There's lots of great ideas in this channel and I'd like LocalThunk to be able to see all of them quite easily.
Joker: +10 chips, +2 mult for every Ante
Has there been any discussion about scrying? If not:
Peeking Joker 👀 🃏 : After each discard, choose among the drawn cards and place one at the bottom of your deck. Draw a card to replace it.
Effectively each discard is like one discard + a mini discard.
Has there been any discussion about
Joker: gives 20 chips for every type of planet played this run (kinda like satellite)
Joker gives 20 chips for every type of
Finally we are splitting suggestions into threads
I just thought about it.
What if the game had something showing how much chips you will get out of hand? Like to help people in bad situations or hard ones to actually get out of them. Some kind of small showcase of the chips amount somewhere in the corner as a setting or something like this.
I think it would be REALLY nice to see and would help a bit too.
part of the problem is for jokes that have variable value or card enhancements that have a chance to go off - how do you accomodate that?
If that is the thing, then i would probably make it that if you have % CHANCE jokers, then it would show the bottom and the top value of chips that you might get.
@lone grove how is this guy just coped my msg from ChaT... sad dude
Bro, i dont even read the community messages
idea how to nerf ride the bus: it could just give +2 multiplayer per round where you dont fail the prerequisites instead of per hand
what about +2 mult for each non face card played but ut resests every round
maybe +3 mult at that point
or is that too different than the card rn
how about just making it +1 (like it used to be)
nerfing it to per-round would be effective, but also risk making it boring. There's no way to optimize "don't play face cards this round", you either do it or you don't. Per-hand, you give players the option to min-max their decision making on a hand to hand basis. Do I play another low scoring hand to pump Ride The Bus and risk miscalculating my last hand and fail the target score? Do I want to give up the one extra $ this early in the run, which would also make me short on the interest threshold? Maybe finding an ideal number for the per-hand case is impossible and it will always be slightly out of balance, but sometimes cards are just good or bad. As long as it's not completely gamebreaking, it'd be better than just ...boring, I think.
This would be a really aggressive nerf.
what about +2 multi if you don't play face cards this round, but don't reset it if you do
think arcanas are a bit too expensive for early game and choke growth, i think planet and arcana packs should each start off one dollar cheaper
i think the idea of leveling up common jokers too and leaving rare jokers unlevelable has merit
would give more substance to early jokers like basic +4 mult
maybe something like commons can be leveled into uncommon and rare versions of themselves linearly with tarot chance investment or maybe an auxillary joker (spend x coins to level up joker/buy x duplicates to level up joker)
uncommons can be made rare
and rare is the final tier and cant be leveled further
would be able to diversify builds and at the very least make them more viable mid-game while also drawing resources to make the decision feel weighty
wonder if rerolling in the shop should prevent the cards that were just there from re-appearing on the immediate next reroll
ie. in the shop there is A and B, if i hit reroll it might be nice to not have A or B show up (so say now its C and D) but the roll after that A and B r valid choices in the pool, but not C and D
Would be cool to see an income bonus if you finish the blind with the exact score required to beat it. Would be a cool way to reward strategic play (especially in the earlier blinds where this would be more doable). Say +$3 if you get the exact required score
I'll preface this with saying that I am not a playtester, but from what I've seen ride the bus just vastly outscales what every other common joker can do, so it probably does need an aggresive nerf
thinking about this I got an idea for a joker that would be something like:
you no longer win the blind right away when reaching the minimum amount of chips, but only at the end of the round. gain +4 mult for each blind where you got more than 2x of the required chips
less of "especially in the early blinds" and more "only even slightly reasonably possible in the early blinds" 
maybe I'm just too smol brain though
I think ride the bus could probably benefit from it being more of a gamble, i.e a build up and spend. Let's say for example, Ride the bus gives 0.25XMULT per hand played without face cards, and when you "reach your stop" by playing a face card the MULT pays out. could synergize well with acrobat.
"Ride the taxi" idea card above ☝️ ☝️
As soon as I sent it I thought wait, that might actually be a good card in its own right
to piggybank on this, it would be nice if bus' effect got moved to "anti-noble" joker because face cards are KQJ. would make more sense thematically
the only reason why I'd want to card to change names is because I know a lot of people would continue calling it Ride The Bus, which would be a funny little injoke that deepens the meta-lore of the game
might be nice to have an "unsorted" hand setting, so that if u move cards around in ur hand, they stay in that position (ie. newly drawn cards do not cause a re-sort, instead just drawn to one side of the hand)
Joker Idea: Every time you play a hand, gain a discard.
And/or: Every time you discard, gain a hand
(having both in play as stated would mean infinite hands & discards until you run out of deck, can be adjusted for balance i.e. 2 discards = 1 hand)
also the bus indicates KQJ as 13, 12, 11, but they don't count as odds or evens (and ace would be 14 by that logic)
ik they only count as 10
but the visual graphic indicates something different
metal I would have every 2 discards played gives you a hand.
yeah i mean it's the base idea it can be adjusted for balance or be rare
but yea 2 discards would mean not infinite
also the combo taking 2 joker slots would massively impact your scoring as well
yeah I just think a play 1 gain 1 is too much
What about if the discarded cards would have scored x points you gain a hand instead. Strategically discard lower value hands to get better value hands but with a threshold
or just discard 8 cards get a hand
that sounds like a really weak joker remeber the card is taking a 1 in 5 slot
yeah
thus why i put no conditions on it
currently the only thing that gives value out of discards is Hit the Road Jack, and I figured maybe another joker could give additional hands or discards based on discarding or playing hands. It could be a legendary and have the combined effects of 1 hand = 1 discard and 2(or some #) discards make 1 hand
current legendary card effects are destroy face for mult, face have mult, duplicate tarot, and i don't remember the effects of the others but it's not about hands/discards
mystic summit +15 when 0 discards. Banner is bonus chips for each discard remaining and uhhhhh i think there is one more
right. but not anything interacting with adding discards and hands
delayed grat
yupp
+2$ per discard if no discard used
i like every 2 discards gives one hand it clean it powerful but not broken
yeah
a legendary having both would be powerful and make sense and be extremely rare
there's no economy legendary either or legendary probability/duplicating joker. I.e. a legendary that copies the effects of several other jokers (maybe not all, though)
ah the "disables boss effects" but if it also guaranteed probability rolls or if that was separate idk
i mean you can basically do that if you have oops all 6s, brainstorm and blueprint and just rearrange them to copy all 6s before going to the shop
it'll get you a 4/5 or 4/6 probability
yea but during rounds they can copy hit the road jack or other multiplier stuff
You only get 5 slots
but that's why I suggested a legendary that maybe copies several jokers bc having to have 2 slots to copy 2 jokers is ok but also space wasting
maybe the 2 jokers to its left
I don't think oops all sixes is compatible with the joker cloning cards though
it is
u sure?
you'll see the wheel of fortune probability go up
yea i've seen it just last night in a video
and older patches
Interesting
if i had the playtest i'd have a screenshot to show you
i could find it in the video i suppose
I just worry you will be going all in on this and your are in ante 5 or 6 and you are not going to have enough points because your slots are filled what happens when you draw 0 jacks in a hit the road build it could happen and you would be really mad
yea
The thing is with game you need a few ways to win if you have a flush build and get no flushs what do you do?
the main question I would ask is if oops all 6s affects chances of polychromes and etc showing up in shop, not just shown probabilities like from skipping blinds and wheel of fortune
no the voucher dose
yea but it references it as a probability
or a chance
which is a probability
but then does all 6s affect it too
prob not
They should make that more clear good sugestion
that could be another legendary- increase the chance of negative, polychrome, etc showing up in the shop at start and reroll. and yea, more clear would be nice
not a great legendary unless it has a big multiplier or something
that is what the vouchers are for though
I thought of a starting deck idea you have 250 dollars at the start of the run but you are unable to gain any money in the run
maybe 300
maybe you gain half money
or 1/3
i.e. "loan deck" start with a loan and you have to pay it off
losing all income forever means making ante 20 is probably not happening
true
unless you get really lucky joker spawns in shop
and even then no tarot or planetarium
another one would be "removes tarot and planet packs from the shop but start with <vouchers that increase chances of tarot & planets in shop>
or vice versa
there's the single ones
where you start with crystal ball or planetarium
but a combo one with a downside would be interesting
+1 hand + 2 discard -5 interest gain (but can't lose money from negative interest)
it's actually my job- I test programs and see if there's something that's conceptually missing but highly useful, or a bug
joker you can use a discard to refill and the shuffle the deck
legendary joker: when deck is empty it shuffles
or rare
with some of the jokers i suggested there'd be more discards available though
before the tarot was nerfed it could happen more than you think
i saw gothic have like 22 cards once
easier when you start wrht 40 cards
you ended up with like all jacks and 2's
HTR and wee joker and i think maybe bus
yeah
you'd have guaranteed x26 mult every hand and 5 of a kind
good problem to have 😄
speaking of which, there could be something similar but for kings and queens that is rare
"french revolution"
well, the 1.5x legendary joker for kings and queens
i dont think we need MORE hit the road effects
which is 7.59
it could be rare or legendary and do x2 per discard as well
not just x1
too many runs would feel the same
ergo it should be legendary if it exists
we need to be able to pivot builds i almost think each blind should have one more button
you just beat an ante you have a flush build the next next ante is no flushs you have 2 shops you fix this can you?
that is where the game stuggles in my view
it's no hands that include pairs
so playing 3 also rejects it
but yeah my suggestion is to ease up blinds, some of them have barely a downside while other just end your run depending on your build and lackof blind reroll
or even them out I should say
🚨 Fun police here 🚨
I think it's in the interests of good housekeeping that, if a chat about a suggestion turns into a back-and-forth conversation, that one intrepid member of that discussion elects to move it to #🎙・server-chat - or you can splinter the chat into a thread on here instead.
Reason: There's lots of great ideas in this channel and I'd like LocalThunk to be able to see all of them quite easily.
idea: add a joker that multiplies your chips by 1.5 if you have an available joker space (Thoughtful Joker)
Good for those who want to win with as least amount of jokers as possible. Upgraded to any class boosts it by +0.5 depending on the rarity
something similar for mult, or a legendary that does both effects
(legendary would probably need a higher mult to compete with caino?)
sounds pretty smart!
in that vein, there's the joker that adds mult based on the # of jokers and one that does it by value of most expensive, could be a rare+ that multiplies by the same
legendary or shows up later as rare yea
maybe a tarot card that has a 1 in 4 chance of getting a card that's considered a "late game" joker
the "random joker" tarot could just be upgraded through some means
yeah for sure, just an idea for a placeholder
my suggestion is that maybe this channel could use a message slowdown so when an idea is posted, some people might add something of value but it would still be concise and not turn into a conversation mid-way
the more choices the better
eh or self-discipline
are there moons for the planet cards?
no
maybe certain moons could boost your suits?
could add like 1.1 mult or something small since you can see them quite often
idk if that would be possible, but it'd be cool to see
do you mean x1.1? planet cards add +2
the moons could be the special hands like flush house
or just as a cheaper +1 mult only
oh you mean playable cards not planet cards but moons in the shop
there's already stencil which gives X1 per each empty slot (including itself)
are we able to play 5 of a kind stone cards? does that work?
@sinful forge that should be a special hand called Stonehenge
i know they don't have rank or suit but i feel like they should be able to be played as a hand type of pair, 3 of a kind, full house, etc
or special hands
in addition to just working as a single extra card on the side
it would make stone card decks more viable
going full stone
adding 50 chips is no joke though
yea
no, all stone cards add up to high card
but losing mult because it isn't a (good) hand type is also no joke
rip the mult for 5 of a kind stone
is there a special for playing all wilds? probably just a flush and not a wild flush
5 of kind suited should also be a hand
and 4 of a kind same suited with 4 fingers
a tarot card that has a chance of adding the negative effect to a joker
like wheel of fortune does with holo, poly & foil (which I think they changed to 1/6 because copying oops all 6s meant guaranteed wheel)
are you able to win off of just high card alone? Makes the game a bit brainless, but imagine a joker that does some INSANE mult on high card.
there was a video suggestion of "playing only high cards" so yes
ONLY on high card?
it won't scale to ante 20 very well
can you DM me that vid?
also for the previous jokers i suggested that I wasn't sure if they should be rare or legendary because depending on how it's balanced it could be either; there could be an Epic tier between rare and legendary so they don't add to the pool made by the soul tarot card
oh, another joker idea... there's jokers that cause cards to trigger twice. what about a joker that causes other jokers to trigger twice when triggered
Yes I've done it
Braided deck, bus, and marble joker
suggestions
that's absolutely insane
you gotta let me spectate you while you play
or stream it :D
One suggestion I have is to add a better visual to indicate number of each rank you have in the run info screen. It shows number of each suit, but sometimes I want to just know how many 8s are in the deck and the current design means I have to scan through each suit to count manually
Card rank info
Joker Suggestion: The Cosmonaut +Mult equal to total of hand levels
suggestions from the balatro utube lord himself 🧎
i was thinking about how i'd like more joker interplay with cosmic packs
tarots usually get favoured because they offer more in potential than cosmics, esp with legendary jokers available only thru tarot draws
i'd like to see some equivalent for cosmics, where a particular rare draw in cosmic can offer some utility on par with what legendary jokers offer
There should be a yolker that has a picture of an egg on it
yolks on you yoker
increases xmult by one for each antagonistic joker combo you have in hand, starts at zero
e.g. if you have mystic summit and banner in your hand at the same time it increases by one
a version of 8 ball that gives planet cards
call it Hubble
2x 6s in a hand give the card because they look like the b's in hubble
Joker that scales with how many rolls you bought from the last shop. is that already a thing?
maybe you could have a rare planet that upgrades all hands by one?
If there's going to be an Egg based Joker, the egg should do something large positive for you if you use it, once, and then break. With an uncommon occurrence that you run into some other cooking themed Joker that if you have the Egg joker when it comes into your inventory through any means, the Egg joker goes away but the other joker gives some crazy good buff...
I can't exactly say healing because there's not a damage mechanic in Balatro, but...there seems to be -a lot- of nods from one roguelike to another and it'd be fitting?
I won't give everything away but there may or may not be an eggy joker in my dev build
Joker Idea:
Broker: Your jokers sell for an additional 3 gold.
joker rhymes ❤️
would technically be worth the value of all planet cards but wouldn't be as valuable to the player since pretty much all planet synergies revolve around buffing one or two/three specific pairs
tho i think it'd follow suit (lol) as expected with a celestial body, like having the 'legendary' body be the Sun or a Black Hole, something like that
you wouldn't want the rare celestial to have tarot-esque utility though, so it should have something to do with hands still
maybe Black Hole takes all hand levels and appoints them to a hand of your choice, or the Sun sets a hand of your choice to x300 chips base and turns its multiplier into one
could prob be more creative than that tho
wormhole, swaps base chips and mult for chosen pair
🤔🤔🤔🤔🤔🤔🤔 does it include the thing gothic suggested about 3 days ago in a video? Aha about unused cards?
Is Flush House/Flush Two of a Pair a thing?
Flush house is. Not flush 2 pair.
How does it work? Is there a Planet for it? Or is it just something special that scores sometimes?
If you make one it appears in your list of hands for that run. No planet card, but can be upgraded via space joker
frying pan (rare/epic/idk), turns egg (uncommon, single use) into omelette or something, making it from single use into normal.
I know being able to upgrade your hand is strong, but I kind of wish there was a (at least slightly) better version of the space joker you could get. sure, oops all 6s makes it 2/5... but that's 2/5 non-scoring jokers
Suggestion: Have some way to see the score text more clearly when the high combo fires are obfuscating it in the layer in front.
yeah space joker is a really unique joker which i like a lot and i like all 6s too
but they're somewhat hard to fit into a reasonable deck late-game without polychrome
and their effects are somewhat hard to justify in late-late game unless you have a really strong deck otherwise, even with polychrome
Slightly more possible to get use out of them on NG++ where you've more lots to work with
to be fair not all jokers need be viable for late-late game
if every joker had the potential to have super late game viability the game would feel too easy imo
i think oops and space joker are cool and consequently merit more synergy with other cards so we can use them more often 
I think its totally fine that space joker and oops all sixes are easily discarded later because they give permanent power for your whole run even after you get rid of them. In order to balance them to be worthwhile to hold forever they might end up at the top of tierlists everywhere lol. Like, sure you got rid of space joker but you will still have all the upgraded hands for the rest of the run
yeah, but they hardly do anything(trigger/double probability by themself, wow) when you have them so usually people copy them for effect (from what i see in videos when they have the chance to). Personally. Maybe an epic or legendary or something really rare that was similar effects but better so that it's worthwhile to hold forever unlike space joker or all 6s. because the upgraded hands help for a while, but once you drop the 2 cards, you stop upgrading, and stop scaling in that way as fast, and scaling is necessary to stay in the late late game. so basically a lot of if not most "late game" builds eventually get out-paced by blinds. which might be intentional so that numbers do not become incalculable
Foil version of planet cards that either increase the bonuses by more th an 1 or give other bonuses
foil/polychrome/holo (maybe negative?) version of planet/tarot cards that have better effects or other bonuses?
An 8 player multiplayer arena mode
a 9 player multiplayer arena mode
The Bowers - a Euchre-themed Joker card - +10 mult and +10 chips if played cards contain two Jacks of the same color but different suits, also allows you to play a Euchre to count as a Straight Flush (A, K, Q, J all the same suit, and J of the other suit of the same color)
i like that
localthunk likes incorporating mechanics from other card games in joker abilities so i think your idea is pretty good
Yeah, that was kinda the idea. I know there's a Hearts card (Shoot the Moon) and probably more I have yet to see. I've not played the game yet and still I'm like obsessed with it heh.
In that case, maybe a Joker with a fat boost of chips and/or mult if your hand's count goes up to 21? Would actually not synergize that much with face cards, but that'd be fixed if you also had the ripped Joker in hand. Trips of Aces would go crazy though
Big 2 - Joker, homage to asian game Big 2, changes chip value of 2s from 2 -> 10 or 11
A fun one would be a joker that gives mult based on held cash
I was thinking I think it would be neat for the boss restriction to be larger or be displayed in a way that you really know what it does, after watching a bunch of vids and after me playing the demo I noticed that a bunch of times you usually miss what the boss is doing until you accidentally make a hand that is not valid
Exists already
small thing, the ceremonial dagger description should be "destroy joker" if it cannot destroy the tarot/planet cards, the description also has "it's" instead of "its"
Not sure how this wording is confusing since jokers and planet/tarot cards dont share a holding area, so logically it will only act on cards within its holding zone/hand so it should only ever effect jokers.
why would i interpret things as a 'holding area' when it says 'card to the right'
not sure if mentioned before but i think having a recent runs/best runs with seeds and deck would be really nice to have
well to be fair a bunch of people have also read the blind effect out loud for a video, ie. "play less than 5 cards" and then immediately play 5 cards
i think a change in the ui for the selecting blinds section would work well and accomodate this
maybe have it where the small and big blinds are of similar size in series in the top half of the screen and the boss blind is a larger ux box below with a width that spans both blind sizes above
so instead of [] [] [] it'd be [] [] [___]
i managed to do both when i played hahaha, i played an 'invalid' hand to test if it would let me do it on the first turn, then later forgot about the restriction (on a different turn) and played it anyway
My suggestion is two folds with learning of how I lost my recent playthrough... 1. Amber acorn isn't fun to play against: Planning to go against it is closer to lottery than anything. The score I get is wild due to license and blueprint and all cards would probably be consider top tier in a majority of rosters by players. 2. The weakness is in the lack of chip jokers: There isn't many chip joker options... majority is mults but few for chips. The options I had available was: Banner, Odd Todd, Scary face(which doesn't work with ride the bus), Scholar[Works situationally],Certificate, Stone cards, planet kinda. Banner also hurts with ride the bus due to needed to discard to remove face cards, unless you get lucky with playing fewer cards with them played not scored. We need more neutral chip or scaling chip options to get better chance to win. like how about a Chip Multi for scaling? If it helps number wise the buses had 108, 72 and 64... before I had a fourth (probably would have something like 30-40) which wouldn't have help as I sold for a license for better scaling options. [If i assumed that Ante scaling was less, i doubt that it would be lower than 300k which i still would fail].
amber acorn is tougher final boss blind than the rest i'd say
but part of the fun is in the challenge of optimizing the three shops beforehand to prepare against the blind if you haven't redeemed any director cut vouchers yet
it is more of a hail mary scenario to pivot successfully that late
but i think the opportunity to be put under that pressure of brainstorming intensely with limited resources is part of what makes balatro a rewarding and unique experience
as stated in my 2nd point.. there is only three cards i could really consider... Odd Todd being the best, Next would be getting lucky with getting tarrot for stone cards, lastly scholar. Couldn't run certificate since I had zero seals, scary face is a nope with ride the bus. The only other way is to get muti mults but most are hugely situational nor would help me scale on that part, require the soul tarrot which I have only drawn one since the update and would require more setup than i have available. Driver's license is what and i made it work as best as i can with 2^2 mult. Edited to add: Ofc getting more multi mults would probably make my situation worst not better if they are randomized to being on the front.
More chip scaling type jokers are being added - I can see that as an opportunity to make for some better synergies and interesting decisions. The current meta relies too much on too few chip scaling jokers
i understood your second point lol
my counterargument concerned your first point, and maintains that the blind is good since it creates an enjoyable high-stakes challenge regardless of how the odds are not in your favour for pivoting that late
though like localthunk said more chip jokers are being added which will improve score consistency
I think a joker that integrates some sort of bluff mechanic may be interesting and play well with the poker ideas. Perhaps it could help early game before any deck manipulation is done?
interesting idea, you have any examples you've thought up?
interesting idea you have any examples
Another idea, might be fun to have a joker based on the "7 ate 9" phrase, perhaps a joker that gives a chip bonus if the hands 7 8 and 9 included?
A construction/handy man joker that gives stacking bonuses when playing fullhouses?
Make a time travel reference? Like a Joker who gives more chips/multi every time you go from the highest score to the lowest score. So the farther down in points you go, the higher the multi or chips you gain
Blind idea: 1 card is randomly selected from your hand and played for you each hand (idea being that if you get unlucky this will derail Ride the Bus or anything that says “don’t play X”)
mafia joker: increase x multiplier for every card removed by hanged man
Already exists 🙂
A smeared joker but for card ranks.
Each card can be played as one rank higher or lower.
blurry joker!
beer goggled joker
but that does sound like it would be really awkward to use
What does amber acorn does exactly?
Beer Goggles - All face cards count as any other face card
pretty sure it randomly rearranges the order of the jokers each time you play a hand, after the hand is played. bc joker order is so impactful it can SUCKKKK
it might've been pointed out before but is there an indicator on which voucher you got was the one received from skipping? It seems like both vouchers disappear the next round
with regards to chip scaling, i wonder if it would be worth considering changing the level up of hands to either give minimal or no changes to mult, but increase the amount of extra chips?
may give more of a push to invest in planet cards as a result
Negative interest 😈
I love this
I suggested this as well! #💭・suggestions-old message
With vouchers refreshing at Boss Blind defeat, so far fewer chances to see the ones you might want, what if shops offered 2 'linked' vouchers, where when one is bought, the other one is eliminated? Could allow for a little more flexibility without allowing the purchase of a dozen+ vouchers in a standard run?
Could make it a small dollar amount to see a second voucher, call it insurance
Although I'm not sure if you wanna mix blackjack terminology in
I really like that idea! I think that would add a lot of flexibility.
A sun planet card that enhances all of the hand types that can be played (5 of a kind, flush house, I don't know of any others yet) I know there is already a sun tarot card so it could cause confusion though
All of the secret hand types, you mean?
Is there a joker that can lock the ante and expires after you fight a certain amount of bosses?
Voucher that allows repeat vouchers(or: an additional copy per voucher level of this voucher) to show up. Shows up when all vouchers have been purchased
The interest vouchers would need to have the wording/coding changed to be an additive increase of allowed amount, not a declarative setting of the cap, assuming it isn't already that way
Alternatively, Voucher: Breakfast
Appears after all other vouchers have been purchased, and is the only voucher in the shop for the rest of that run. Gives some simple stat up like +1 hand, +1 hand size, or +1 discard. Something simple but stackable. (Yes this is an extremely niche reference to the binding of isaac, breakfast being the item that would replace all items after you had seen them all on any given run, which doesnt even happen anymore I believe)
Edit: Edited to clarify that it does not replace owned vouchers, just is the only voucher to appear in the shop
unless you keep the effects of the other vouchers when replacing them that would not be worth it
Would be interesting to have a voucher that gives a large general bonus based on how few other vouchers you have. call it One for All or something.
I wonder what this is a reference to :^)
I’ve noticed a few streamers sometimes just reroll silver deck until they get a good/specific joker. Have you considered having players choose 1 of 4 random jokers like the packs? It might improve QoL without changing the spirit of the deck
Repeating this again but I think planets multiplers should be changed because as it is right now, it's much easier to power up an easy hand like Double Pair to a point where all the other hands become worthless than to actually play poker
I mean it is a roguelike designed around finding combos to increase your score through interesting interactions, you're in fact not playing poker
Building a successful run should generally involve some sense of focus. If you have comparable jokers and just level up and play high card over and over, is that not actually a good outcome? You have to get all the pieces in place to make it work and it’s non trivial.
It does happen but you would need to void all active items and have all passives at the same time since all items you dont have are put back into the pool
I've thought it would make sense for the considerably harder hands to also scale harder off the planets
No because playing high card over and over is boring, I wanna go for the big exciting hands and gets rewarded accordingly and this won't happen when the only difference between the planet that power straight flush and the planet that power double pair is just a handful of chip, make the difference actually worthwhile
I think they do
then I suggest you don't play high cards over and over? 99.9% of your score scaling in the end game isn't even up to what hand you play or the amount of planet upgrades, it's joker synergy
Having 10 planets is worth a x20 multiple, that's better than many of the jokers, so I don't see how anyone could say planet don't matter, if I get 10 planets of high cards what I'm supposed to do? Gimp myself in order to have fun?
But fine you say, it's about joker synergy, harder to trigger joker like the flush joker have a higher multipler than the pair joker, so why are the rules for planets differently and all the planets give a x2 multipler? All I'm asking is that harder planet have a higher multipler just like joker do so that the best strategy with planets is to not get 10 planets of high card or double pair
Suggestion:
If there ever ends up being a "Gothic Joker", whatever its upside is, it should have an undisclosed downside (until you trigger it for the first time) of "If you attempt to play a hand that is not allowed by a Boss Blind, you immediately lose instead of just having that one hand thrown out." (Miiiiight be slightly inspired by a certain someone who keeps reading the boss blind effect aloud and then almost immediately playing a hand that breaks the rule)
then make the harder hands scale harder-er?