#Does the interest mechanic kinda suck?
1 messages · Page 1 of 1 (latest)
i think it's too explicit in how it snowballs you
I think its perfectly fine
hello there
i thought the interest mechanic was like one of the things that makes the game have variable difficulty and also makes the game more fun
just quickly, how do you feel about hands left over giving extra money as well?
it just would feel bland without it
i find it just turns into a game of "get ahead, stay ahead, you're ahead all game" vs "get behind, get more behind, get more behind, die"
which is like
the fact that it is so explicit is what i don't like
there aren't enough layers of obfuscation
i'm on the fence, here's my main reason for being for it and against it
for example in STS you have some bad fights, you don't have enough HP to take an elite, so you miss out on an extra relic, which puts you behidn the curve... and the reverse can happen too, you get ahead enough to take an extra elite which grants ane xtra relic. this is a core roguelike feature. but in balatro it is literally, oh, you get extra money because you have a lot of money. it's just not interesting, it's not very granular, it's literally just interest
also it makes early hermit/temperance drops kinda define your run
interest is GOOD because it incentivizes playing to the wire, buying too much stuff may sink you later when money gets tight and it forces you to buy only what you need
interest is BAD because it makes a massive and classic mistake of game design: reward the player for doing good, punish the player for doing bad
to snowball is bad because you want the player(s) to spend as little time as possible knowing the outcome of the game
this is one of the reasons i really really like games that allow for the '1 hp and a dream' scenario: taking damage in a fight is not inevitable
2 games i can cite that are good for this are into the breach and cobalt core
ittb is great
ror2 has 1hp and a dream vibes as well
if you just play well enough you can just win
i played a ton of ror1
but remember, real-time roguelikes and strategy roguelikes are fundamentally different
yeah true
yea
we should stick to strat
getting broken in RoR is fun because you get to run around and do stuff
getting broken in balatro is fun for like 2 hands
then you're just waiting for all the bing! bing! bing! to end
mm-hmm, the fun in balatro is walking the wire
right
this is insanely hard to balance
looping is so boring is ror2 honestly like yeah sure big number go up
i appreciate this
but the struggle is way more fun i think
i feel like ror2 falls victim to this: you're behind the curve because difficulty is too high, which makes you take longer to clear levels, which makes difficulty go up more
reverse snowball
time doesnt matter at all
even worse the enemies lack killing power for me
if i'm gonna die i want the game to finish me as quickly as possible
but i digress
each game lacks a real 'comeback' i feel
ror2 most certainly has huge comebacks
alright so
let's imagine a state of balatro where if you're doing badly, you are forced to risk it all and try to draw a royal flush
but only if youre insanely skilled and persistent which is not most players
u srs
yeah lmao ror2 is not the point
idk how youre supposed to evaluate a mechanic without looking at other games with similar or different concepts
yea uhhh
but oh well
that was passive aggressive
yeah nvm
anyway
i'd love it if the really hard to make poker hands could be your only salvation
to be in a bad spot and be forced to risk it all always feels fair to me
i'm supposed to be working rn
im just procrastinating here
lethal company makes that feeling so strong
if you need us on topic just guide us back plz :p
its one of my fav things about it
true, again 1 hp and a dream
you're VERY LIKELY gonna die but you're never SCREWED
y'know?
idc what the topic is i'm just leaving to get my work done
don't feel bad
nothing yous aid or did
i don't have time 😛