#Boss Brainstorm
1 messages · Page 2 of 1
its just a diffrent flavor of tooth
easier early game and brutal late game
while tooth is just medium diffculty in both
ah the 6/7 cards drawn are facedown didnt make it into the poll
If P involves changing the UX, I'll just scrap it. It's going to be too much scope for one boss
oops all 6's wheel already does this
@spring silo Are you still taking more boss ideas?
or atleast goes up the more u have
You can post em here if you want for sure (don't ping me pls)
I'll still keep an eye out for ideas as I implement
Boss with score cap of 40% of blind score. You would need at least 3 hands to beat them. Counters one hand decks.
Yoooooo I literally just wrote that idea in my notebook
but 50%
great minds think alike 
make it 25% and call it mr bones
the bone
Hmm yeah, I was thinking that but 50% means 2 hands. This could be balanced later on
49% 
I think 3 hands would be too rough personally, and the word 'half' is more crayon friendly than %
makes sense 🤔
fair af
🖍️
we dont want new versions of the old death card where every streamer got half way through reading it and then gave up lol
Current ceremonial dagger
trueeee
what was the old death card?
It's because it's longer than an average twitch chat message
LOL

LUL*
😂
'This sentence should have ended 5 words ago better stop'
dang
Old death description is so busted
this sentence should have ended
@streamer this game sucks play minecraft
i forgot what old death was
You kinda did need a law degree to decipher it
Converts up to 2 selected cards into the rightmost selected card
While technically correct it didn't do your brain any favours
Yeah but this mechanic is already in slay the spire so not really a new unique idea
What enemy has that?
Final spoiler boss
i do remember the old description though
Ah
Huh? It's a run killer soem times 😂
i thought it was an old joker for a sec 🤦
not nearly often enough from what i've seen
i don’t play Sts
tbh most of the runs that damage cap win
balatro is much different in that department
STS was my first deckbuilder when I bought it in May, I was doing controller code at the time and wanted to see what they did for UX with controller. It's such an amazing game but I'm lucky I designed most of Balatro before interacting with it because it would have leeched into my brain for sure
boss idea: it just opens StS and you need to win a run
Boss Idea: hands you play can't be of repeating size
oh god
interesting variation on the no repeating hand types boss
boss idea: every hand played deletes a random file off your computer
could also go for all hands must be of the same size
god dammit it rolled balatro again
wait that's not the right message to reply to
lol
Boss idea: the blind splits into mini blinds at 80% score
I still think I could make the world a better place by making a boss that links an NCBI paper and having the players take a quiz on it to play each hand
boss: what is 1 + 1 ?
doesn't the game already ask you what 340x176 is :^)
balatro challenge where the mouse gets disabled and every clickable element must be activated by typing the word floating above it
someone : window!
yoooooooooo
put that idea in the same folder as Scrabbalatro
Mavis Beacalatro
oh god
I'll need to workshop that one
boss: yeets em
types the word joker
game bursts into flames trying to render 150 error messages of "xxxx Joker not owned!"
classic "software tester walks into a bar" :wheeze:
So for options N and O - any other thoughts on ways they could be improved?
Like any played cards this ante are discarded
N - increase the amount but make it per hand?
Or any played cards this ante are debuffed
lmao wait i misread it
thats what it is
lol
i would suggest played cards this ante are drawn face down but thats a pen and paper issue
O seems hard and easy at the same time but just annoying to me
I'm goofin
ur good lol
like if i saw that blind on my first run
im restarting
i dont wanna deal with it
are you interpreting that as affecting small and big blinds as well?
Needing to play careful for the small/big blinds
as in there will be debuffed cards in those rounds
O is unique, it would make me consider not playing a good hand on the small blind hoping to save it for the boss
OH WAIT
it seems pretty good for a later game challenge
might be too overwhelming for a new but i think its pretty good
I UNDERSTAND IT NOW
ive changed my mind about O, i like it now
i thought every card u play becomes debuffed then scores
???
ohhhhhhhhhhh
crayon moment
🖍️
All cards played during small and big blind on this ante are debuffed
Like they are debuffed one time at the start of the boss fight
"your largest hand score this ante is added to the boss req"
That is amazing
i thought of straight up verdant leaf but no choice to sell for three blinds 
this fucks
little calculator issue
time to go golfin
Golf is not good for Calculator considerations
i mean youd just have to divide it by 2 then add it to the base blind for the boss
boss blind increases for every $ spent this ante
No like it incentivizes you to barely beat the lower blinds
ohhhhh
which means calculator o'clock
true
Can we squeeze this idea smaller?
"cards you've played this ante are debuffed"
FYI this is the longest boss description right now:
All cards debuffed until 1 Joker sold
this has the issue where it can be interpreted as debuffing pre-scoring
well it does
no they debuff after youve played them once
it doesn’t
if the cards are already debuffed when you first see them it would be clear i think
All previously played cards this ante are debuffed
"cards are debuffed after being played"
idk how itous specify "this ante"
they aren't debuffed until the boss
litteraly exactly what i was typing
that’s a good crayon 🖍️
it's still too long
"Debuffed :("
I like it
would buying hieroglyph count as the same ante
any previous cards played in ante are debuffed
"Debuffed :|"
should be a bit smaller
All cards played this ante are debuffed
"the color grey is incentivized this ante"
weren't we also saying earlier that debuffed cards are kind of uninteresting anyway
this is the original one and becomes confusing to some people, cough me
they are more interesting under the right conditions, like debuffed face cards being more interesting than debuffed suits
debuffing the cards you played is interesting enough for me
^
since they are likely to have on play effects that would get disabled
The vectors of punishment are:
debuffing cards
increasing score req
flipping cards
changing numbers on stats (mult, chips, hand size, hands, discards)
OTHER
OTHER doesn't work for some of these conditional bosses
someone said earlier that cards played this ante could be discarded instead
that would likely make it easier to understand coincidentally
"blind is x1, next boss blind is x4"
"randomly change your operating systems language"
lol
I sentence you to the vectors of punishment!!!!
↖️⬆️↗️
⬅️
➡️
↙️⬇️↘️
new joker leak? 👀
Archer:
arch cards (looks cool)
"all discards are forced to be 5 cards?"
seems to encapsulate it well
u can change this to in but yeah
i still think this has merit, gives some risk/reward for if you find something nice in the shop
If I change it to 'in' it won't shorten the UI, since it'll be split in 2:
previous cards played
this ante are debuffed
is about the same width as
previous cards played
in ante are debuffed
gotchu gotchu
one of the quirks of this garbo engine I made
lmao
So that is basically O still, I think there is room for a couple bosses like this
Needing to look ahead for a boss effect seems a lot more engaging than just rolling with whatever when you get there
Any hand played this Ante starts at lvl. 1
Stuff like that
yeah boss effects look at the whole ante is super interesting
i mentioned it before but a lot of cool strategy will come out of it especially around boss rerolling
like maybe you dont reroll right away but if you get two blinds in and its looking bad you could choose to reroll the boss so you dont have to deal with how badly you played the small/big blind
It wouldnt if its a new boss though!
something with deleting cards?
or giving you a buff but reversing
off the too of my head
"+1 hand per round this ante
extra hands decrease money by $1" or something like that
ir some other effect
rolling into one of these bosses would suck but rolling out of it would be great, situationally
and i think thats really great
I like that
yeahh boss rerolling rn is kinda
niche
ante wide effects might incentivize it more
or maybe increased by X0.5 per $5 held, up to 25 so you specifically have to balance between interest and boss danger
also while were on the topic of blinds is/can there a way to see the base blinds without going into the collection during the run, like in the run info section
thats less interesting imo cause you can just dump your money before the boss
There is a blind section, what is it missing?
unless you mean it stacks per blind
Or even worse if you roll into it you just can't do anything with your money
sure you can dump your money, but you lose out on your future interest
or the reverse, where it increaes per $ you earn (or $5)
so you can effectively pay in lost interest to reduce the bosses difficulty
per $ spent is more interesting to me cause you want to buy jokers and packs and stuff, so youd be doing that at the added cost of needing a higher score
I like both personally
Start with 0 hands + 1 hand per unused discard this ante
rip burglar users
burglar players are sobbing
but otherwise this is pretty interesting
dont mnow wheter youd start with 1 or 0 though
It really should be 1
yea
makes sense
merry andy moment
well needle has lower health
yeah probably, its pretty common to have unspent discards
one sec
It shows current info for blinds
thoughts on letting you see 1 ante ahead? for more planning and stuff
I am for this idea in general
ante increases by (0.01x * value of cards played) during ante
like A-2-3-4-5 would increase it by 0.15x
i dont think its balanced but maybe something around that
but implementing might be tricky
letting you reroll the ante ahead
its missing this
Ah okay
I just want to see the next ante after beating the boss blind lol
i think it would be more strategic in general, and help with the bosses that counter specific playstyles (giving you more time to pivot)
Is that useful information mid run?
Or more just a nice-to-have
I haven't ever looked at that while playing but I'm bad
sometimes if you're being greedy and barely winning blinds it'd be nice to know what to expect soon
i mean it probably is useful
its just that playing the demo so much has engrained the numbers lol
although i have the demo antes memorized ;P
ive never looked at the base value per ante during a run personally
I feel like it's visual clutter for average players
decently, i feel like it would be a qol feature thats not urgent but would be nice for future things like stakes and if theres new blinds that effect future antes or blinds like "N"
oh yeah, if challenges ever affect ante sizes, that'd be important
u can always go into collection to see it but i feel like if the blinds tab could have space for it i feel like itd be nice there
Even then - do you need to know ahead of time?
tbh i kinda just
do the antes
but i agree ante changes might benefit from it slightly
Like would that information often serve to benefit a decision you would make in a run
Because the run info area is reserved for common information you might need
i dont think it would benefit me mid run
^
thats fair
back on the topic of bosses
i personslly like the idea of more bosses messing with money
because it doesnt hard cap any strategy
but it does hamper it in a way
Yeah econ is a whole system that is honestly the most carefully balanced, feels like there should be more barriers
It's the acceleration system vs chips/mult being the velocity systems
For all you high school physics buffs out there
i was a high school sleepy guy buff
math is adjacent to physics so
close enough
true
"lose $1 per (ante amount)" overplayed"?
or something else? (seems too weak tbh)
the money spent thing is the only thing im confident on
I'll implement some other ones and come back to it
^
ty 🙏
implementation time baby
as this is in the experimental thread, are you planning on replacing bosses in the current demo?
No
okie doke
Omg I forgot to add like the best one to the poll:
Forces 1 card to always be selected
would've voted that one
I think the biggest problem with bosses at the moment is that you only really have 2 rounds to plan for them, which is not a lot. And bosses that drastically change how or what you’re able to play would probably feel much more fair and less punishing if you could plan for them ahead of time. This would also probably allow you to make more impactful boss effects without needing to worry about fairness if you give the player the heads up beforehand.
ditto
if you could see all tags/boss blinds in a run in advance that would be interesting
even 1 ante in advance would be really nice
Maybe not even all of them, just a few in advance to give you more than 2 rounds to plan yeah
i feel like seeing ALL the info would lead to more restarting for good rng
but 1 ante lookahead gives you time to plan
I really don’t think people would restart from boss picks unless there were insanely unfair bosses that almost always kill runs, which hopefully there shouldn’t be
There should always be counterpicks or counterplay that allows you to beat the bosses
seeing the bosses that are getting cut and the types of bosses that are being added, I dont think we really need a bunch of extra time to plan around them. definitely shying away from bosses that require you to change your entire strategy
that said, id love to be able to see like 1 ante ahead anyway
not necessarily just for boss blinds
imagine how hype it would be to see a double-tag this ante and a poly tag next ante
double tag?
I revamped tags, they're better now and I added a bunch
double tag adds a copy of the next tag you take
and there are no more probabilities for tags, always 100%
let's gooo!! I love that
awesome change
very excited to see those when we get a chance to (even if it's on full release)
do we know the new types of booster packs yet?
I sent a screenshot earlier
standard and buffoon
looking at the screenshot I assume they will be playing card & jokers, cooooooool
Very happy to see packs in general get expanded
Packs were a solution to a weakpoint Balatro had - and now they're a big design bonus for the game
yeah they are one of my favorite systems by far, it just feels so versatile
Man, how did I miss so much
yeah ive been slacking recently lol
Is there info on what the packs have / do?
something probably i unno
Yo that’s like my favorite thing
thx for the info 👍
buffoon pack should just be jimbo telling a joke and you get nothing
Wdym, you get a joke
Jimbo may be a Joker but we all know he’s a King
On more question - which of these feels most like a final boss?
Other than B and M
I'm trying to fill the final boss position
E is interesting, but I think having the effect occur no matter what (even if you win in one hand) so you need to interface with it is important for the final bosses
Then probably A
A doesn’t feel as final boss-y tho imo
L (if balanced properly) does to me a bit
I can adjust balance on any of them to make them hard enough
1/7 face up not going to be a final boss then? i noticed that wasn't on the list
Feel is more important
No it won't be
damn
final bosses to me are ones that affect jokers
they give a distinct feel as they affect something unique compared to the rest
that's too restrictive
It doesn't need to do something with Jokers
there's definitely other ideas out there to make final bosses
doing things with jokers happens to change a majority of runs, but hand size also does that
esp bcuz one of the final bosses is violet vessel and id consider it a good one
oh yea
i forgor 
its simplicity is part of why its so good I think
ye
The forced selected card one would be good but I want that one to be a normie boss
because I like it too much
I don't want it hidden at the end
tbh a -hand size final boss might be perfect in that last slot
doesnt necessarily need to be -2
Could be E but starts at -1
hyperovercomplication example: gain x0.1 base for each card played and scored in this ante, and debuff them for this boss 
Might be too brutal
that is why simplicity is key lol
-2 might be perfect for a final boss but id have to play with it to really know
yea
Kk here's a spoiler for one of the Stakes
increasing the blind requirement during the fight is thematic for heart, but im not sure how to make it work with oneshot hands
-1 hand size
👀
leaks
So if it's 8 - 2 is 6, but 7 - 2 is 5 and that is insanely hard
this?
Well what is even the point then?
Eh if you are playing on a higher stake, u gotta deal with that imo
Final boss effects feel like they should be “Plan your run to try and beat this” level effects, but with the way blinds are displayed that would be quite unfair rn
Because after 2 plays youll have 4 cards
if the stake put it at 4 id worry more
maybe -1 is fair actually
That’s true it gets too hard
no idea tbh
I am torn on juggler btw, used to be +1 and troubadour +2
and I have been considering a nerf to +1, troubadour +2 with some downside (-1 hand)
Having a boss like this amplifies the balance issue with it
What if Juggler was “Every time you play a hand, gain +1 Hand size”?
juggler is great but not insane through my play experience
that's a very juggl-y feel
i kinda like that
ye
That loses the emergent synergy with packs
ah true
Hm?
troubadour would still have it
oh ye
what if it sets hand size to 6 (before jokers applied)
Well you would still get the hand size back up
I don’t see how the synergy would be lost
It would just take a couple hand plays
No it does reset
it could reset at the start of blinds, so you have the bonus for shops
smart
keeps emergent gameplay
Maybe it could be +1, +1 more per hand played
lets you trade hands (and hand money) for more selection in packs as well
sudden burglar juggler synergy
ye
mhm
I think juggler is overrated
you only say that bcuz youve played with 125 card hands lol
ye, i think it was 2nd place if i remeber correctly
ok imagine- juggler is +1 hand size per hand played (starts at 0) and resets at the start of blinds, and then troubadour becomes +2 hand size
to all these poor demo players its the best way to increase hand size
everytime i finish a run with juggler with no ouija ectoplasm, i always think aww man my hand is small again
Juggler at 8 > 10 is maybe a bit overrated, but juggler at 6 > 8 is OP
Or even 7 > 9 for the higher Stakes
I think people would def take it at +1
7 > 9 during Oujia juggler rules so hard
im a bit worried about burnt joker considering hand size is such a valued resource now

Understandable
That's how it ends up fun
byebye burnt joker 👋
So you don't just pull the same thread every time
noooo
No I'll wait on burnt until it is or isnt a problem
I think the lack of Troubadour in the demo is coloring my perception of it
easy
youre burning cards after all
troubadour should be +2 hand size -1 hand size, then itll be balanced
The only undebatable S tier jokers should be Blueprint and Brainstorm, every other joker (in every other tier) should be at least debatable
Juggler being the only hand size modifying joker and being a +2 but more expensive feels very fair atm
That is different than not allowing broken runs to happen but things can be improperly tuned
Like when demo first came out in Sept, I nerfed Ouija instantly
It was short term fun but was getting in the way of the actual variety in the game
That was understandable
juggler is only S because it's common
I don’t think the consistency Juggler provides takes away from the variety in the game- +2 hand size is nice but it does not in itself win you the run. You have to have things other things to benefit from the extra hand size
It's still in S though
moving it to uncommon i think would be reasonable
So since there is a counterpart joker in Troubadour, I think having it +1 and having Troubadour stay Uncommon with +2 (-1 hand) is fair too
Or maybe even +3 (-1 hand)
for troubadour
+3 -1 hand lets go
But this is all from the context of not knowing the new challenges that are coming. If there are forced -1 hand sizes then +2 is very strong
Yes there will be a forced -1 hand size
for both a boss and a stake
and Ouija but we know that one already
Would making Juggler uncommon allow the +2 to stay fair?
and ectoplasm
Makes Ouija worse too I guess
Since Troubadour exists - no I think I'd rather have it common
and +1
But troub at +3 might work
what about keeping burnt unchanged except going to rare for now
wiki lists it as uncommon, could be wrong
What about +1 hand size and +1 discard?
Oh I must have changed it
ah ok so its already rare just hasnt been public since it got changed
Actually that is too strong for a common probably
yeah rare for burnt seems more sense
I like +1 common Juggler, +3 -1 hand size Troubadour uncommon, and burnt joker rare
it’s pretty powerful as for tarots/planets you get hand size and money
if burnt joker is a rare i dont really care if its kinda busted lol
This seems super balanced to me
rip +2 juggler you will be missed 🫡
Could you allow Blueprint to copy Juggler?
no that would be busted
At +1?
It's a blueprint issue not a balance issue
If you move it then play a hand, the next hand you draw will have less cards
It would only buff the first hand with no drawback
but more hands when discarding is huge
ideally we want to minimize how much you move blueprint around to be optimal
Moving blueprint around mid round would be kinda butts
And frustrating when timing seems like a factor
Alrighty
Even now I don't love the moving blueprint strats
since it's not just a copy of a card
it's a copy of multiple cards
it’s more of a blueprint issue yeah
If you make it “when Blind is chosen, copy the effect of the Joker to the right until the end of the round”, would you allow it to be compatible with Juggler?
that’s a hard nerf for blueprint though 😦
If I did that yeah, we discussed this though I am going to leave blueprint as is
Im fine with blueprint in its current state but i think it would be better from a design standpoint if what it is compatible/incompatible with had more defined pools, or if it copied the ability on blind select so you just cant swap it around mid blind
blueprint is fun the way it currently is warts and all
i like the warts ._.
Moving it around between hands is really fun, but I don't want to incentivize having it in the correct position at the correct time while things are happening
Anyway, neither here nor there because that's a lot of work for not a lot of benefit
When it's already a great card
blueprint has a 99.98% S to 0.01% A ratio to 0.01% B ratio (approximately)
Thought someone voted A too?
who voted A / B 💢
the B vote was someone who voted exclusively based on what letters the jokers start with
so
that makes no sense
ah yes, my favorite joker, splash
Mine is superposition 🤓
Yeah I agree
discord delayed my message to after u :lionRage:
🙂
🙂
🙃
🙃
🙃
^3 emojis in a trenchcoat stand by a reflecting pool
they are smiling wider in their reflection 

🔍
lmao i love NLs fucked up widepeepohappy
off topic but whyyyyyyy
i know
i didnt realize it was messed up till i sent it
ikr so sad 😔
to add something to the discussion i like the idea of a 'playing a [most played hand this run] sets money to $0' type boss blind - i tend to rely on one hand a bit too much so it would be interesting to have a penalty for it
or just cheese it and spend all your money before the boss blind 
also forgot to add
i like the idea od the -$1 everytime a joker is triggered whoever suggested it
ooooh that's a good one too
when you boss reroll into the play most played hand money = 0 and have $90 in your bank 
..the fish?

ooo
i was thinking it might be interesting to have a boss blind that divides your mult the further into your hands you get
why doesnt the fish prevent flushes :.( you only flush the fish when its dead
true
no that’s the flint
ik lol
i dont wanna think about the dead fishy 
honestly i feel like targeting a specfific hand would leave a sour taste if that was the setup i happened to focus on so i get why it is
i think L (base chips and mult halved) would probably be the closest/most doable thing that's in line with what i'm thinking
is there a boss which lowers chip values?
kk the fish should half card chip values (because it made them wet)
That's an option but not that much of a cheese since you're destroying your economy and future interests
that’s why most of the no flush, full house etc bosses got put up on the cutting board
that’s wraith in a nutshell
bad idea?
me when the hypothetical boss blind sets my money to 0 anyway: im never gonna financially recover from this
it says the most well designed so i'm assuming we shouldn't vote on multiple?
i think the draw half the deck to hand is kind of a cool idea as well
I really like wraith, it's a joy when you have no money and an interesting decision when you have good money
oh har har it says choose ~5
actually it says ~5 votes at the top i am illiterate
why is E worded like that
🤦♂️
i know 
ok
but why
is it to consider jokers which convert discards to hands
cuz i feel like other than that case, id just say 'Half number of hands (rounded up)'
anti burglar synergy
Was "1 card is always preselected" cut ? It's not in the poll
held hand size
aka how many cards you get to selext from
not the number of playable hands
i think that wad autochosen by local so no vote needed i think
OHHH thanks for clarifying lmao
thats more punishing and is something completely different
thats less punishing.
for specific builds
+0.15x ante per Tarot/Planet/Spectral card used this ante
either way i misintrepreted
oooh the mystic perhaps
i think that was mentioned but didnt make it to the poll
btw are some of the ideas from suggestions 👀
i havent been looking at boss suggestions recently
tbh, no?
or +0.10x ante per ($) of joker sell values
ex. total $11 would add 1.1x ante
i like money manipulation
quoting localthunk
ngl i dont like the ante changing as you play, feels off
^^ yeah simplicity is key
more interactive bosses throughout the rounds are better than "oh the boss is here okay"
it only changes at the end
when you fight the boss
i migjt be confusing rhe words ante and round though so excuse me
this is a bit overcomplex imo (how can we fit this in the game UI)
considering 7 words being the longest description rn
yeah im just spitballing
alr
fwiw it's 37 characters long
its 8 when u exclude the example
aw man chat died fr 😦
i went back to playing 
chat balanced out 😔
what game is catsob /j
i got a foil supernova i was too busy admiring
cool
its just an emote from a friends server i can send the gif if you want
we should probably go to #🕹・game-discussion then lol
yes oops ! mods delete whatever isnt on topic if you want, sorry
bro i missed this poll by like 8 hours and there are already 1650+ messages 😭
that's like 4 messages per minute
average balatro discussion
balatro brain go brr
Has the idea of boss blinds that give upsides but have a higher than normal boss ante been suggested?
nope, and probably won't be, it would be weird
it just saves losing runs potentially
and makes winning runs win even harder
bosses are meant to destroy you in runs 
or at least what i believe
and stuff like the wall (4x ante base) and violet vessel (6x ante base) (both existing already) exist
I think it opens up a lot more mechanical space
Boss blinds which interact with the player and how they play are more interesting than not
I prefer wheel compared to a lot of them because of that
none seem to have a name that is nice
wheel is flipping your cards
it's fun in a way (annoying too but can be evaded)
amber acorn (revamped) will flip and shuffle the position of your jokers at the start of blind
which i think would be interesting to tackle
Yeah there's some good ideas in the list
Only new traditional boss blind I can think of is "Repeat ranks are debuffed"
-2 Hand Size
Brutal but fine.
All Jokers start flipped and shuffled
INSANELY Brutal. Not a fan because it mostly disables Blueprint, among ruining other builds.
First hand of round is drawn face down
AND
One third/half of deck is discarded
If you haven't duped your key card(s) enough, basically a death sentence on bad RNG. Not a fam.
-1 hand size per hand played
Interesting.
1 card is always preselected
I thought you were removing the Arm.
DEBUFF hand if contains a: Straight, Flush, 3oak (debuff all cards instead of autodiscarding them)
Not a fan. Disables builds for high score runs.
All face cards drawn face down
That's just another free Plant.
Discard 2 (more?) per hand played (This is specifically a Hook buff)
Probably a fine buff. 3 or more seems too brutal. Probably not so early, before the player can ensure they get their key cards before having to start discarding using hands.
Must alternate Plays and Discards
Sort of brutal, but interesting.
Increase required score by 0.1X per card discarded
(It's a community idea, isn't it)
What X does it start at? Seems brutal unless starts at 1~1.3x(4~5x for final boss) mult. Sounds like another Wall for me.
Playing a [most played hand this run] sets money to $0
Either insanely brutal or kinda brutal. Discourages Telescope/hoarding. Not a fan.
All jokers start flipped and shuffled
this is more of a gimmick boss
when hands are scored, you can still see what jokers triggers
you just dont know what that joker is
you are still able to reposition them
but you can only identify them with their triggers
imo this is not VERY BRUTAL
doesn’t really ruin builds as long as you know what jokers you have
i think they were assuming you wouldnt know how they were shuffled/have the chance to unshuffle them
its basically a nerfed version of amber acorn that just shuffles them every hand at random and gives you no control
new version lets you actually un-shuffle your jokers
yeah
so its an interesting way to make the boss more fair & engaging
making them flipped is actually interesting
I was thinking about this last night and... I don't know anymore. It has pen/paper issues
It's partially a memory test
cuz u can have delayed gratification and blueprint
i dont think it really has pen and paper issues but it does mean slowing down your speed makes it easier
and you dont know which is which cuz blueprint can be put on the right and not trigger
Yeah that too - needing to pay attention to animations while not having a replay button would be frustrating for some people
i think in practice most jokers will be trivial to figure out and a few will be hard because they have atypical/rarer triggers
I guess I love some parts of the concept but there are a couple design issues
I really love the idea and would love to play against it personally
Would you play at 4x?
well i guess editions would be an easy way to identify a joker if you manage to get a few
same here
perhaps while flipped, hovering over them with the mouse shows how they triggered during the last hand?
id probably bump my speed down for it lol, just in case
That seems like a problem
requires programming entirely new systems for one boss, not reasonable
i think thunk decides that
New system for 1 boss like that is a no go at this stage
at the very least it could be a tooltip
I'd need a system to keep track of triggers, give them all names and tooltips for every language
It's doable but too much work I think
alrighty
tbh i kinda want a replay last hand button anyway, sometimes i look away when scoring and miss some interaction i didnt think about
not necessarily related but it would be a nice bonus QoL feature if it was really needed
As-is, you'd be going into the menu every time you face that boss right?
without having played it - my intuition is that id likely bump my speed down, but idk if i would after the first couple times playing it
i know my jokers, idk for others tho
its a challenge i havent been subjected to before so id likely do anything to give myself an edge the first time
The memory game part is maybe okay, but the timing part could be an issue
since there is no time component in Balatro
mhm
ye
Hmmm I wonder if I could slow the game down for the joker triggers automatically
tbh that’s probably a good solution
Not like it would be a huge issue to have a couple hands slower
probably the easiest solution, but then you have aboss that is just slower to fight than others
its the minimum viable product
It's a final boss though - so will only show up on 1/5 full runs
not really a concern considering this is usually the last ante, so im fine with it
and I don't know how many full runs people will have per run
same
I'd wager you're close
well idk the balance so idk how far get i’ll get
Anyway that is something I can patch post-launch if need be
it's pretty minor in the grand scheme
i think having more unique boss effects is worth little hiccups like this
I know there is some criticism of these new bosses, but I went through them all and selected the replacement effects, they're all so much cooler/fair than before
Old ones they were replacing were not great
if bosses need another pass in the future, thats fine, but the ones that got sent home needed to be sent home lol
yea
do you mind sharing which effects got assigned to which names?
if not thats fine ofc
no more “yeets em” yey (at least not as much)
👍 makes sense
If you're going to add more face down mechanics for cards in hand, can you make it so cards you enhance with tarot mid blind stay flipped back face up? Same issue of on 4x speed you have to slow the game down to see the cards if you're trying that cheeky niche play to see what you have.
thats a bug?
yeah just got left in bcuz its kinda harmless and funny
it's pretty nice
isn't there a term for things that were bugs/unintended that became features
I don't know I think that suggestion makes sense to add - keeping them flipped just seems like qol to me
Since it actually reveals them in the deck peek too
:o
And yeah right now lower speed is incentivized
I don't see the harm - might be a tad confusing but in a good way
like a good surprise
That's how I feel about the tutorialization of interest as well lol
I don't think I need to mention it in the tutorial because you're bound to get over $5 at some point
Happy surprise albeit slightly confusing
I think every strategy roguestuff needs to have some aspects of this - learning mechanics and understanding the systems is inherently fun if you're not getting penalized for knowing them. Having small positive surprises like that seems like a good thing to me
100% agree
Very much agree with Fazzie
It's part of what I enjoy about roguetypes
Secret hands are like this in game too
I learned the hard way that some people hate this though
And there is definitely a balance
For example, one could argue the same thinking can be applied to Blueprint not having the 'compatible' flag
So it's a shades of grey thing
At some point you gotta put your feet down and say you're making the game you want to do and that some people simply aren't in the target audience. Not everyone is gonna enjoy Binding of Isaac or Cultist Simulator but that doesn't mean they're worse games because of that (arguably imo, they're better games because of that)
i personally like the discovery aspect if they're easy to discover, and dislike it if it shows up many hours into gameplay and screws me over as a result
Blueprint not having it means you'd be penalized for thinking a mechanic works a certain way but doesn't, no?
If person has an assumption A and then they discover it's B (and B is worse than A) then they feel terrible and bad.
However, if the assumption is B and they discover it's A they feel awesome and rewearded for experimenting.
For this type of design to work I feel it needs to be upwards - whenever something isn't quite like you thought it was it means it's better for you rather than worse for you
discovering cool quirks that give benefits is always nice
quirks that are downsides and don't behave in a way the player expects in a negative way are very not nice though
i think blueprint being changed to copying ability only at start of round fixes this issue as well, as i'm assuming you no longer need a compatability tag
end-of-round bonuses and juggler won't be broken to dupe
I don't necessarily agree with that either though - for example the Wheel being 2 in 7 if you have Oops! all 6s is (I'd argue) largely unexpected and technically a negative but in terms of game design/feel I think it adds
depends if players find that little surprise interaction fun
Maybe it's more about player expectation and 'Oh yeah that makes sense' vs discovering something and saying 'Oh that goes agains the model of the game I had in my brain'
what is the exact effect of oops all 6s?
It says 'Doubles all probablilities'
probablilities is in green
So in the game any time you see '1 in X chance' it changes it to '2 in X'
That's fair
not wheel of fortune, wheel boss
OH
Wheel boss yeah
that's hilarious
that's the card doing what it says, so I wouldn't even say that's a negative quirk
Also RE the blueprint, I think it'd be a nice QoL if when you hovered over it on the shop it'd show what jokers in hand are compatible and which aren't so you're not screwed over for not knowing the joker you wanted to copy isn't compatible
I mean 'negative' as in worse for the player
I think it's a positive design feature
yes but I think the key point of discussion was the quirkiness
I wouldn't put it in the same boat as using a tarot card to reveal face-down cards
it may be working as the card expresses it will, but the player will be in a mindset about how this affects their build, and often won't even be thinking about how this could affect bosses. it's a completely new area and i think will still be a nasty surprise for some players
i.e. things that behave in an unexpected way that you wouldn't have expected from reading the mechanics
The Wheel is a probability, and the Joker says it doubles all probabilities, so that's a negative interaction, but I wouldn't call it a quirky one. it's more funny than quirky
exactly
there's a difference between "oh no! I didn't think of that" and "what the heck?? why did that happen?"
The wheel interaction there is a logical one - logically, it increases all chances, no buts of ifs. It makes sense it interacting with the wheel, even if you haven't thought about that specificaly.
Using a Hierophant to reveal face-down cards isn't like that. Nothing in either the hierophant or the Wheel indicates that buffing a face-down card reveals it. It's a entirely new and fully unexplained mechanic. You would never think the game works this way by thinking merely about the text, you'd have to do it in-game to learn it.
The idea is that the discovery of an unexplained mechanic is sometimes a good experience and sometimes a bad experience - I was just saying that doesn't necessarily mean that the surprise needs to be positive or negative for the players strength
Yeah exactly this
it still feels bad to the player
I would find it hilarious
okay good for you
I feel like if it's negative they must be "oh no! I didn't think of that" but if they are positive they can be either
Generally yeah I agree with this too, but there is one compounding issue that can create. You want to reinforce the model of the game to the player so it becomes a sandbox, and every time the game does something inconsistent with that model it becomes a little less magical
no, the player has no way of knowing that will happen
the game doesn't say sell prices are half buy price
So even if it's a positive surprise it should still make something click - not be totally out of left field
the game also doesn't say that sell prices are changeable; a player could assume they're fixed
more expesive cards sell for more, so if the cards cost less it would make sense that they sell for less
nyehh, yeah that's fair enough yeah, I can see that
egg exists
yes because a player will always be able to make that connection.
This is a good example of the 'shaky ground' idea I'm talking about. Makes the player question things that should maybe be better explained to begin with
it being explicitly stated as the card's ability makes it an exception in the player's mind
So yeah that is a weak point
it isn't about whether they will always be able to make the connection, it's about whether the connection is there so that it would be possible for them to figure it out beforehand
not an indication that's the rule for the whole game
for some players it's not going to be possible! not everyone is a master logician
I don't think its reasonable to expect a player would know that voucher decreases sell costs
I do feel like clearence sale shouldn't affect the sell price of jokers already in your deck tbfh
I don't think players will often or at all make that connection before buying it, but once they do they will immediately be able to make the connection of why it is like that
That means their internal model is modified, not strengthened
but the entire problem is that it's only known after they've bought it
and they must deal with the downside
Yeah I agree
that's often going to be frustrating
It's an issue
There are some hidden systems where I don't need to show that info but sell price isn't hidden at all so it should be changed
"immediately" 😭 yep, totally
could Clearance Sale say "Reduce card and pack Buy & Sell prices by 25%" or something like that?
sell isn't 25% though
It could yeah - that is one way to fix it
2$ goes to 1$
It is, just floored to the next whole num
ah right
Otherwise I think there might be some wonkiness with buying a joker for the same price you can sell it for
I can really see this yeah
some sell prices aren't floored from what i've seen
Does astronomer reduce sell cost?
i think they go to $1
Oh right
^
Yeah
This is such an interesting one
Is that information worth adding to the description?
Which did wreck my superposition run one time lol
It's such a small part of the card
it does affect sell prices of non-shop planets, which i find very strange
Astronomer is the "planet cards are free" one or the "you gain a free tarot card every blind" one?
first
omg I should have called them Astronomer and Astrologer
the game hasn't released yet
Maybe astronomer doesn't need to touch sell price
there's still time
Astronomer is a weird joker tbfh. It seems very exceedingly weak with how little it inpact things I could see you being able to sell them to make it a money joker
Full game it'll be better, still niche
I think in demo astronomer feels weak and that would be a good change, but idk overall balance
what if Astronomer made planet packs free or half price?
With things like the Planet vouchers that increase planet spawn rate in shop
and shop size can go to 4
Cardomancer is the jam though
Fair enough, but I think it being able to sell the planets as a joker money would be interesting - it adds a much more interesting wrinkle to the card, and means if you go this full planet spam build you get a more interesting payoff than just "your hands are super high level now"
All jokers strt flipped and shuffled seems very not brutal tbh, once you play one hand you will know where like 95% of your jokers are from the bonus they give to the hand
Even if you have multiple utility and blueprint, you’ll be able to figure out which one is blueprint
Unless you have three jokers that do nothing or multiple sets of 2 jokers that do nothing
Also I think we should combine the psychic and the alternating discards and hands
Forced to discarding 5 cards would be neat
alternating plays and discards seems very punishing
I can't tell if it makes for a good final boss or if it's too much
iirc once you are out of discards its just hands now so its only alternating til you run out of discards
which makes it not that crazy
I think I have the final boses figured out now - here's what I have:
- Verdant Leaf - Sell a Joker to disable debuff
- Violet Vessel - 6x base
- Crimson Heart - One random Joker disabled every hand
- Amber Acorn - Flips and shuffles all Joker cards
- Cerulean Bell - Forces 1 card to always be selected
They are all interesting/generic enough to be a challenge on every build without being against a particular build
Oooooo interesting, cerulean bell ending up with that ability surprised me but it makes sense
It was going to be -1 hand size
I think this is much better
Yeah and 1 card preselected does feel pretty final boss-y
I didn't want to hide that ability for a final boss you rarely see
but it fits pretty well
Violet vessel seems so much worse than everything else 
Actually cerulean can be pretty devastating
worse as in hard? easy? poorly designed?
It just seems a lot harder than the ones targetting jokers
i assumed they meant hard but its the only final boss that can easily be rebalanced
I think just a simple “hehe I’m stronger” is also just a simple is good. But unless your constellation is 6x it alsmost always seems harder
I think its fine, if it ends up being particularly difficult its a single number change 
Yeah true
Also is Amber gonna shuffle after every hand played?
No just the first hand
Or just at the start
Otherwise it wouldn't need to flip
it becomes a deduction game
A fairly easy deduction game tho
Especially for a finall boss when you have less utility jokers than midgame
well utility jokers dont usually care about order anyway
so fewer utility jokers actually makes it harder
Only blueprint really
Cause it will just be like, play one hand then move all the xmults to the right
shuffle every hand was so frustrating and removed so much strategy
And that seemed balanced but annoying
im pretty excited for the three new final bosses ngl
Crimson Heart will be very fun
Hey I can just make it 3X base for amber
just a number to balance if that's the issue
The puzzle might be fun enough to keep and just balance the multiplier
mhm
even if the puzzle ends up trivial its still effectively -1 hands
which is not nothing
For the 'third of the deck starts discarded' I have some questions
Working on it now
Does disabling that boss draw all the yoten cards to your deck?
the boss can be disabled mid-round?
^
lmao
in engine yes, effectively via gameplay no I guess
Because the old Fool card just disabled the boss
Vestigial mechanics
i think in any case, even if it was possible, you'd just have to say "too late"
the cards are discarded already, bringing them back would be jank
do you know what gets discarded?
oh thats sick
It'll be handled like the wheel
you can look at your draw pile though?
oh ew
i thought we'd get to plan around it
😔
Nah then itd just be "rifle through deck at start of round"
every single time you fight it youd have to check the deck setup
itd slow down the boss a lot
Well I don't know those are 2 viable options
i guess that's true. you can discard to the exact hand you want
if you knew what was gone you could easily cycle to exactly what you want yeah
Yeah flavour wise this boss could be the 'not a great idea to hunt for a card' boss
I kinda like "discard every 3rd card drawn", you get to know what gets discarded but you dont get to plan either
& if you disable the bos mid round, it just stops discarding
it still punishes hunting for a card but gets rid of a lot of jank
Acorn could shuffle after every discard, so you have to spend a hand each time to figure it out
oh thats actually a great way to make it harder
i really like that
Honestly they are different difficulties, if you don't know what was discarded then I can make it like 10 cards instead of 1/3 of the deck
I'm torn
torn joker moment
i prefer not knowing because information ambiguity is a fun boss mechanic & i dont want to slow down the flow of the game at the start of the boss
like i dont want to make it objectively correct to pop open the deck info
Forcing players to interface with less than complete information seems very very interesting
But like Evab mentioned, some players will say ew
its already engaging as we've seen with the wheel
Because card counting is important for a lot of people that play Balatro and a lot of main strategies
Hmmm the challenge seems more interesting with less information, otherwise the challenge is that you might not have enough cards/the right cards remaining
i just felt it was a feelsbad that cards were discarded but the game forced the info to be hidden
i also like the idea of discarding every 3rd/4th card drawn
i think its more interesting if its hidden so you really have to play around what you draw
requires you to be less dependant on the exact setup of your deck
I like all 3 ideas dang
I don't think I can add more than 1 though they are too similar
now that i think about it though, looking for an out and missing because of an unlucky discard sucks to have to deal with
Yeah I was just wondering that



