#Can yall do me a favour and tell me how
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||the numbers beneath the ranks are how many of each rank, the numbers to the right of the suits are how many of each suit, with the effective number in parentheses thanks to smear, and the grid shows how many of each individual card. we also have 0 stones left in the draw pile||
spoilered to encourage less bias
||yeah basically what you said, grid shows "base" suits/ranks and effective numbers total everything together||
||Each of those numbers representing what exactly?||
||how many are left in the draw pile? not sure i understand the question||
||The issue I was worried about is that people might think this is what you have discarded||
ah
I can label it to help but if I label it that means something may not have been effectively communicated elsewhere
considering it shows up when you hover over your deck i think its pretty clear that it's what is left in your deck
||Same with blue numbers - I almost wonder if that needs a disclaimer/legend at the bottom of the UI||
||Like 'Effective total due to card abilities, Jokers, and Blind effects||
||maybe a simple "[X joker] in play" would suffice, as well as draw attention to which joker(s) are causing it||
I'd rather have a catch-all, otherwise this thing will get very very complicated
Because it could be due to a Joker, or a wild card, or maybe a challenge run condition, or a Blind ability, or some other thing that hasn't been added to the game yet
I asked this a while ago about the normal deck view screen and it seemed like not many people understood that the blue numbers represented this 'modified' tally of your suits with abilities and debuffs applied
yea some generic catch-all would work, I think it helps that if someone is using this display a lot they will see it before and after it has effective numbers
so like the first time they use it it probably wont have any effective totals
That is true, good point
I think this works pretty well. People who use the system will notice that it will change when they pick up Jokers in the blue numbers. Looks good! 🙂
||blues numbers arnt clear for me, they confused me in thinking the info was about every card and not just the ones in the deck
Not sure whats best, between changing ui or adding legend/tooltip
||
||I find the blue numbers confusing but this is surprisingly legible after giving yourself a moment to ingest it. X axis is number of each rank, Y axis is number of each suit, the "1"s represent how many of each suit/rank combo remain in the deck.
for disambiguation as to what is demonstrated here you could put "remaining in deck" in the top left if you are really concerned about people thinking this tally includes discards||
||I found the blue numbers confusing in the existing deck screen until someone explained what "effective" meant in the context of the game fwiw - maybe I just don't blue number good||
Blue number is bad everywhere yeah
my thoughts (in spoiler, didn't read other spoilers)
||seems pretty clear to me. i recognize "blue" from the wild "effective" display but might've not recognized it if I didn't. I'm also curious if it would have a special graphic for smeared jokers
also 'stones 0' looks just confusing and should be hidden if you don't have any. Although I'm not sure how it would look if you had a stone card that was 'secretly' another card below (the fact that stone can turn back into a 'normal' card if you try to boost it is weird to me, but if that's how it works, it feels like this UI should maybe show the original cards the stones were somehow)||
||Ah - so I added the 'Stones: 0' because the full deck has a stone card but there are none left in the draw pile. Was it clear to you that this was only tallies for the draw pile?||
||I interpret it like this: The white number is how many different kinds of cards are left in the deck to draw, the blue number is the total cards in the deck with that suit? The smeared joker kinda messes it up a little, but I guess it would make sense with the decision making of a player. Maybe if you could add a hover info? Like when you hover over it it explains it?||
||I think this was only an issue because we only get to see the preview as a static image rather than a living part of the run, if icely was playing the run themselves they would know there were stones in the deck because they added them||
This screen can't have hover tooltips because it is already a hover tooltip, but I can add labels
||actually looking closer I see the screenshot already has a stone card in hand, so a hypothetical player here wouldn't be confused, I'm fine with that then||
||and yes it's clear that it's the draw pile and not the whole deck||
||I think you can make it even bigger, because you probably don't need to see what you have on the table at the moment. Or maybe clicking the deck opens the window and then is closed whenever a card is played? Bigger window means more room for info?||
|| I believe the intent is to be able to quickly use the hover tooltip to make judgements on cards already in hand||
There will be a more detailed view when you click it
||souldnt the blue actually be the main info? Because this window seems to be for probability guesses, in those what matter is the blue number not the white one?||
Yeah the hover is designed to be as unobtrusive as possible, since I am very worried this will slow play waaaaay down
Understood, makes sense to have a quick hover as well as the bigger clicking option.
do you plan to have an experimental branch with this feature so people can play around with it in the demo and give feedback? or just workshopping it internally
Yes I will
Soon, hopefully
sweeeeeet, tyvm for doing so much post-launch care for a demo. not common haha
please bind to like r1 on controller thank you thunk
||I like this display, It is very helpful to see what cards are left to draw (especially by suit). My main concerns are cards of special editions or enhancements, and using this feature to figure out what face down cards were dealt by blinds like the wheel. I can also understand not doing the upgraded cards to keep the display simple.||
It's like working with a super concentrated focus group
If you were to click the deck it would show that information for special cards - do you think that would help?
I like that idea
I don't know how often this thing would be used for more than just 'do I have any 8s left?'
i can definitely see situations where im thinking "is my polychrome 10 still in there, or did I already get rid of it?"
but it doesnt need to be as readily available on hover
exactly what luke said
That scenario feels like a 1% scenario
for sure
which is why its fine to relegate to the bigger menu rather than cluttering the hover which overcomplicates the 99% of scenarios
I had the same thought about blue numbers - but not including effective totals could be more confusing
In my opinion that'd be a quality of life change for this specific scenario
i think the blue numbers are the reverse issue, since if you are being effected by something like smeared joker, thats the most relevant info
i dont really care that much about specifically how many diamonds I have left if what I need is reds
ofc in the case of the smeared joker you can easily just calculate it yourself, but that wont always be the case
all the "effective" information can be inferred by the player though. you're reducing one step of brain calculation but you're not presenting unknown or quasi-unknown information through it. if you have a smeared joker you should know you need to look at diamonds and hearts. showing me a blue number doesn't tell me anything that isn't actively on the screen
that's contrary to showing cards remaining - which likely is giving you information you don't know or can't reasonably infer
(without having counted cards)
yes it can be inferred by the player, but that is only trivial for something like smeared joker
Wild cards get tricky though
the player can also infer whats left in their deck, but it's non-trivial
you can't infer what's in your deck from what is on the screen. you can infer impact of jokers on your deck at least
Should the wild cards be a seperate thing like the stones?
again that only works for jokers which arent the only case that require effective numbers
i also think effective numbers will speed up the use of the hover tooptip significantly
if what I want is reds, I can check the effective number showing me reds. Instead of having to check both the number of hearts and diamonds and adding them (or more complicated thinking for more complicated scenarios)
So sounds like to hone this in:
- Label what Blue means (Total considering Jokers, Wild Cards and Boss Blind effects)
- Label Stone at top left only when there is a stone card in your entire deck
- ?s when face down cards are in hand/discarded with explanation
- Clickable deck that shows your entire draw pile with same info as deck view
yea sounds perfect to me
Exactly, showing as much relevant info and having the posibilliy of skipping whatever is unnecessary at the moment will not slow the game down.
BTW I am still not sold on this idea - from my testing it is a pretty big change and does slow the game down
But more testing will determine
to an extent I think you are opening a pandoras box lol. once its designed and implemented (even on an experimental, temporary basis) you can't exactly undesign it and the people who want it will want it even more knowing it's right there but just disabled
I think in concept it detracts and will slow gameplay down but look forward to setting aside bias and testing with it
This will simplify what I'm doing basically every round, which is looking at my deck in the run info and calculating on my own which cards I should still have
curious how long does an average run in the demo take you to complete
20-30 minutes which I guess is long...
What about showing percentages of drawing chances instead of number of cards? Wouldnt it help not slowing too much? Or would it makes to hardcore or else?
But then its possible the player just check it every time
Most people I have watched don't seem to care about this at all, there are some people that (I think) have played a lot of deck builders that view this as a necessary QOL feature but I never even thought about it during the entire development phase. So this is me kind of capitulating for that QOL knowing that the fun part of the game wasn't designed around knowing exactly what you have left
if the current layout is too much, i think you could reduce the draw peek to just the numbers/suits and remove the grid and it'd still be effective, perhaps even to card-counters if they adapt
What about a hover just showing everything in one go and simplyfing it tonnes?
nah it basically has to have knowledge parity to card counting or it wont really do what its trying to do
just mouse over to show the entire deck it'll be terrible
Yeah i had a feel of this intent
hovering the deck should flash every single card in the middle of the screen for ~20ms each
Are you trying to trigger epilepsies
balatro flipbook
I almost feel like this feature is akin to a competitive FPS game adding auto-aim for accessibility - it almost goes against the core reason I find the game fun
it's not auto-aim - its wall hacking
But it's still an issue that comes up so much I need to at least try and address it
difference is competitive multiplayer versus playing alone
basically letting you see through walls lol
goes towards the ethos of "let people play how they want so long as it doesn't harm others"
making info that should be divined, readily available
I don't mean for fairness - I mean that 'let people play how they want' isn't going to be the most fun way to design a game
but it will fundamentally alter "high" level play - as viewing deck and making calculations becomes required and both increases friction and lowers the skill cap ultimately
That old quote about players optimizing the fun out of a game
there are certain expressions of skill that should be excluded
let me have my deck in my hand and automatically play the best hands for me
What about giving a player the balatro flipbook as in hovering over shows you 5 cards in the deck and while you click they get "moved" and you can cycle through the entire thing in 30 clicks
you could consider it a skill to calculate the entire hand payout without the popup on the left
lmao basically, next step is to precalculate all hands in your hand and select the best one
heck you could even consider it skill to only ever show the hand chips/mult on the main menu screen for the player to memorize - that takes tons of skill!!
if i can't win in one hand do the math and determine the optimal multistep plays please as well
computer... calculate the best shop buys 
just make balatro $5 and when you click play it says YOU WON on the screen with a joker telling me this
feel good game of the year
i don't consider card-counting a skill that should matter in this game
it doesn't. i've never counted cards or hand-done the math for a play for uncertainty and i have no problem winning runs though
It isn't a skill I ever used to balance anything
Basically if I could be there with every player and tell them 'Don't count cards, its not fun and you don't need to' I would
this was in response to this
ive definitely hand done math for a play before but it was math about how it would score - not chance to draw a specific card
and only when it was easy to calc anyway bcuz im not looking to do extra calculations in my time
no i need to know in advance with perfect information every time
You could put the feature as an option/ chip effect that is called "Noob number crunch" to discourage people to use it
For those interested, the card counting/precalced hand issues are core design issues that orbit 'Information horizon' problems in Balatro
https://keithburgun.net/uncapped-look-ahead-and-the-information-horizon/
And me arguing that they aren't issues is unproductive, because they really are. I just didn't notice because of how I chose to play my own game
So an example of a solution is to move the information horizon by, say, treating the deck as a probability you will draw each card
asking balatro to pre-calc your score is like asking to check the stockfish evaluation of a chess move before you do it lol
I feel like you're knee deep in theory and I'm just sitting here like "if you were playing with a deck you would have no ability to garner this information"
I mean that is a matter of opinion, personally I enjoy winning enough for some of the other tedious things like looking at my odds to make it more fun personally. On the other hand I was also fine with how it was.
if this is an analogue to a card game, and i recognize that there's a ton of reasons it isn't, but if it is - the rules probably wouldn't say "hey, you know what, you can look at your deck in the middle of a round"
and in fact the rules right now do not let you do that
you can know where your deck started, if you've been paying attention you know where your deck is, but you can't pick it up, riffle through, and know what remains
I mean to be fair in something like magic the gathering which I play frequently I can gather what cards are in my deck by looking at my hand and graveyard. If I could see what cards were already gone I could do the same in this game.
Which I mean I can’t but that is just a counter example.
i say this having not played MTG in 20 years - do the rules permit you to examine your graveyard and discard piles
There are card games that allow this
i'm in danger
Yes you can look at everything besides your deck. And in a rare scenario a card that has somehow been exiled facedown.
oh my god i looked it up you can look at an opponent's graveyard too
Yeah but you don’t know the contents of their deck or hand usually so you can’t always gather what they have.
This isn't about the people that hadn't noticed the card-counting issue before. For those that did notice the information horizon issue, there is very clearly a problem and the solution is either
- give them the information, which wastes their time compared to how I want the game to be played
- Don't give them the information, which also either wastes their time or turns them away from the game
Table of what's in your deck? Is card counting getting removed
i'm on a train of thought here:
players (including me) want this functionality because they want control, and they want control because they don't want to lose. since this is a roguelike, when you lose, you start over, you don't keep anything. i find roguelikes fun because they present me a unique experience every time, not because of how many times i'm going to lose. maybe losing in this game just isn't fun, at least for some players?
except there's metaprogression so you do gain by losing
I know that people are saying 'I want to know', that is what I wish I could stop. If people didn't want to know they wouldn't have an issue
also roguelikes are meant to be lost! a lot!
i definitely agree and noticed that seeing the deck slows it down (also from like, playing STS, and just from it being an obviously slow process to calculate), but I was surprised that the deck status was retained throughout the run (I remember I thought discarded cards got shuffled back into deck for at least like the first hour or something)
I agree except I feel like giving the information will speed up people who wanted it, and slow down the people who didnt care
Exactly yeah
By making it a card game where deck contents affect score people will want to know, and by having card counting cost more than 0 effort people want it done for them 😂
there's no metaprogression in this game. you don't get stronger after runs, you just get new things to try
that's... progression
no..?
yeah unlocks are a common form of metaprogression in roguelites
that's...side-gression. lol
you don't get a flat +5 chips for your 2s but unlocking new things is progression
unlocking decks is progression
There is very very little metaprogression in the Balatro demo, in the full version there is lots
it doesnt need to be positive to be progression
getting exclusively stronger isn't the only form of progression
games often get harder towards the end, yet you still progress to get there
new options, new cards, new information is all progression
the pro in progression literally means "in a positive direction"
binding of isaac is way harder after you unlock things
no it means in a forward direction
no, it means a more advanced state
I mean I am fine either way. If you implemented it I would use it and probably enjoy it more than not having it. Do I love the game enough that not having it isn’t a problem, also yes.
will there be a way to disable it to have natural runs?
The only metaprogression in the demo are the 2 unlockable decks iirc
it doesn't inherently mean better
in a non-go-backable direction :p
I've always thought the unlocking-stuff-in-a-roguelike was a bit of a meme in case you unlocked a thing that was worse than your other options and then "wow it's very unnoticeably worse for me if I got that in a run" lol
not "better" just "more"
yeah
honestly I feel like the draw pile preview would benefit me because I rarely even care to think about it but when I want the info itll be nice to have it readily available. but im not all people
Im one of the people who didnt even really notice it being an issue
Also localthunk keep in mind these are all the opinions of passionate players, and people just trying it out may expect a deck summary like that as a default
why would new players assume there's a live deck summary in a card game
like i think we're at an information deficit as to what people expect a card game analogue to have
because you can view deck contents in other card games
in decks of playing cards?
I won't know until I release the experimental version but here's what I envision:
20% of players are still annoyed they need to count cards (according to that poll)
The enjoyment of those 20% will go up by some amount
The enjoyment of the remaining 80% will go down by some amount
I don't think it will be worth it when weighted like that
it depends on if people are coming from a poker background, or a roguelite background
roguelite deckbuilder players will expect a preview, poker players wont
its an intersection of two types of games that disagree on this feature
i will never play this game again if you implement this (||i am lying 100%||)
no, in games 😆 coming from a game standpoint not a card players
this is my sticking point - the game presents you with a standard deck of 52 playing cards. you have reasonable expectations about how games with playing cards work
You can't actually have monsters on a train in hell, but you can play Monster Train, and it has a deck preview
I am slightly confused why you expect their enjoyment level to go down? If people don’t enjoy it I figure they just won’t use the feature, right?
to be fair, you only start with a standard deck of 52 player cards, and this quickly devolves.
i'm going to the poker table. i'm going to the roguelike game. i'm going to the combination poker table roguelike game
due to your own actions though and you can always look at the state of your full deck already
You're presented with a fun arcadey roguelike with a deck you make and modify and draw from
at no point are you prevented from viewing the state of your total deck
yes
Im just illustrating that personally I play it much more like a roguelite deckbuilder and not at all like a poker game
STS had this problem with crystal eye (?) where it became required to use a feature when it is less fun
imo crystal eye is irrelevant here because it showed order
making QOL things earnable in game is never a fun move imo
crystal eye wasnt QoL
he said he won't do that
I mean to be fair, I have never actually played a game of poker outside of this. I actually had to learn the poker hands for this game lol 😂. So definitely some precedent of only rogue like players coming over. I have seen a preview on other rogue likes but as I have mentioned I am pretty fine either way.
oh I have no idea about crystal eye, am just commenting in general, talking about games
Hey how about this squad
How about we try it
And please be open to admitting it is great/it sucks
alrighty!
Because I am totally open to being very very wrong
also maybe i'm dead wrong i'm open to the possibility but if i'm right prepare for my treatise
Hmm, I have never played that game so I don’t have any background to comment on this. I personally enjoy some of those tedious thing that help with min-maxing but I know a lot don’t. So take my opinions with a grain of salt.
If the game is fun and I am wrong then I am happy
you think it will make things less fun?
Yes
crystal eye makes STS literally unfun to play because personally if i end up getting it i feel obligated to derive value from it which takes my runs from 20 minutes to like 60
i hate it so much i literally will not take it even when it's free
The only thing I can see making it less fun would be feeling like I have to use it to be optimal
exact same idea there vonnegut
You kind of do need to use deck preview to be optimal
Or count cards in the current version
i mean also i'm coming from a place of rogue and nethack where like, things just randomly gib you
you die in roguelikes
its hard to think outside of my own perspective but - from the perspective of a single person who doesnt care if the feature ends up in the game - it feels like itll come out neutral for me. Itll be nice to lean on slightly more info when needed and itll probaby slow me down a bit in those specific times when I want to use it
So you are extending run length, and all that extra time is UI time, not fun decision making roguelike time
unless you are god-tier you cannot win every single game of nethack
Fair 🤔 that is a good point hMmMmm
I'm gonna eat lunch and think about it
the problem with crystal eye is it was perfect information, here you still dont have perfect info since you could still just not draw the card thats in there
it only tells you if its possible or probable to happen, rather than being a guarantee
I think it is a reasonable comparison because it's more information at the cost of tedium
Also is the T in the chart 10?
its an ok comparison but its a logical extreme
Yeah maybe I should switch that to 10
is that a previous established mnemonic
T is Twenty
new face card - Thrace
actually no it's Tuesday
I personally would rather extend my runs by a bit to have better odds of getting further or bigger numbers, than to discard some cards looking for something that I have no odds of getting.
dev implement my feature https://discord.com/channels/1116389027176787968/1158452124691218473
im guessing this is a look at whats left in the deck?
Others have mentioned this but - if you are focusing on min-maxing your deck then there is likely something about how you play that doesn't fit with how I designed it. Not saying people shouldn't want to min max - but that people shouldn't need to min max
It could be that the balance is to hard as well
And that is forcing people to think about these things more
i dont min max at all but there are specific times when the information is extremely usful vs just the typical amount of useful
no its def not too hard
at least in the context of the demo
I mean that is fair, seems like this is simply a difference in play philosophy. Even if I don’t need to min max I personally love to do it. The reason I love this game is the fun combos and endorphins of big numbers. If I can get that bigger all the better.
the problem is the more you please minmaxers the more you "optimize the fun out of the game", making the experience for non-minmaxers worse
On the other hand the times I can actually see myself doing this is pretty rare since I usually just discard the garbage I don’t need. It would have to be a hand that is decent but not super satisfactory.
I am making no promises here - it will be in experimental for a reason
This is literally an experiment
🧑🔬
We out here, doing the science
Slap those goggles on
firing up my bunsen burner
I mean that is completely fair, that is why I said earlier to take all my opinions with a grain of salt. I like this tedious sort of stuff.
Yeah polish up your Erlenmeyers
Lemme cook I want to push this update out ASAP
cooking is science so keep your lab coat on
cooking is art baking is science I WILL ARGUE ABOUT ANYTHING
bind quicklook to tab/r1 thanks in advance. it's like the scoreboard in a FPS
yes defintely need a controller bind for it unless you want to slow things down even more lol
just one person's opinion, and I know I'm late to the convo, but I'm always wondering what I've played as opposed to what's left, and that might speed up play for the average player if all they are checking for is how many aces they've played/discarded as opposed to how many are possible to draw.
Was going to do left shift/right trigger (r1 is already 'Use card')
R1 IS USE CARD????
uhhhh
when hovering yea
Yes
need a global keybind for deck check imo
which i assume is what you are getting at
Yeah and R2, L2, left stick press, right stick press are the only things left
plenty of room for expansion, let me know when you add the dedicated jimbo button
excuse me sir my paddles... unless... console bias revealed
So then R2 for quick check, then press A for detailed view?
works for me
maybe L2 so it's not two actions one hand?
and then from that detailed view, B should send you straight back to playing cards
i'm actually indifferent so long as the bind exists
fighting game combo to peek the deck
konami code it
I want to make a big controller thread one of these days - I can improve it quite a bit
Back button on controller should be summary
imo
like scoreboards in other games
along with tab on pc
in theory if you're targeting console release you probably don't want to default things to paddles - have to find a new button on xbox/ps/switch
that's already the window button which has a binding on it. i don't know the real name
i call all those buttons "start" and "select" and this feels like my parents calling my ps2 a nintendo
select was never used for selecting and back was never used to go back
as far as I know
it ended up being a and b
what's it bound to
Run Info
What is wrong with binding r1, r2?
nothing - we're talking about the rear paddle buttons on the deck
L4, L5, R4, R5
Oh those are mega cursed
accurate profile pic
Based on the image shown how will this pop up and close?
I'm guessing a button 
Hover mouse over deck or holding a trigger on controller
@gaunt silo ^
