我的牌更好!

我的牌更好!

Minor Qol Requests
In general I feel very positive about the game. Its in a lot better shape than most Demos I have played on steam, and having 5 unlock decks in the demo is insane; I played a run with each one and pretty much my only real concern right now is the real game not saving that progress.

All I have left are a few things that I think would push the game above and beyond with very little effort:

1) Day Paths aren't particularly balanced. A common mistake I see in roguelikes is that devs rely on some aspect of true randomness to generate separate paths. Certain Nodes on the day's itinerary are drastically superior to others, any many days will have a clear lopsided choice. For example, Digging in the sand for 3 stickers is a guaranteed, at worst, 3 coins for selling later, and choosing to stop at the card shop practically never does anything and even in the best case scenario you end up with an extra whole card in your deck, something which should be avoided at absolutely all costs. Meanwhile the Recycle node obliterates the three worst cards in your deck and can beat a run practically all by itself. The game should really balance itineraries so that you end up, on average, with the same number of cards at the end of a day.

2) Fish synergies seem a little underwhelming. Otter is basically identical to frog, but Fishing Hook is nowhere near as powerful as Snake, Bee, butterfly, or lizard; Its like the bug deck has literally three times the playable components. I haven't unlocked every single sticker yet but I haven't seen anything that makes this dech archetype playable, not when Ball Archetype can accomplish the same number of points with a single dragon or alligator while simultaneously wrecking practically every opponent deck with ease.

3) Rat is a horrible sticker when the developer has filled opponent's deck with blank cards. Spending energy/mana/candy just to get a blank card feels like a complete waste of my resources. I would recommend filling developer decks with cards worth holding onto so Rat has some value.

4) I would change the Cat Sticker so that it cancels the next played card, regardless of who played it. This would prevent an enemy from jamming three of those bad boys on a single turn, give the player counter-play by holding onto their cards, and also prevent a player from getting an infinite guaranteed run win just by pulling a second cat sticker.

5) Music seems the most powerful archetype, which I think the devs know already since the boss of each week always runs a music deck, but the reason its the most powerful is because literally every music card does the exact same identical thing. I'd make each instrument do something mechanically different than just scoring points. The boombox and Mic stickers are great archetypes, but having xylophone, guitar, drums, and maracas all do the exact same thing kind of makes the deck silly redundant. Regardless of their respective power levels, it is statistically impossible to lose any run with music stickers because you get so many "duplicates" due to their ability to be interchangeable with each other. A Bug deck plays very differently depending on whether you've picked up more snakes or bees, and not getting a single copy of either can flat out end a deck's run, but Music decks simply don't have this issue. Every music deck is a winning music deck.

6) I don't understand why certain cards are different colors or why those colors matter, and at this point I'm too afraid to ask

7) I'd like to be able to play as one of the other kid avatars. Hopefully that shouldn't be too difficult.

8) I love the Vehicle archetype playstyle, but I gotta say that Vehicles is unfortunately the best archetype in the game. Not necessarily "The most powerful", but definitely "the best". Picking up just one or two vehicle stickers and slapping them on the same worthless card you don't intend on playing will benefit literally every other deck archetype, since a player will always have excess cards in their deck they don't know what to do with; And unfortunately both discard and drawing synergies are dirt cheap and are also run in every deck; every deck benefits from a top hat or a party cone or an octopus anyway. You can build a winning vehicles deck with nothing but a single vehicle card and every other card being a part of a completely different strategy, and this makes Vehicle generally a more powerful pick in tight money scenarios than a sticker that directly benefits your decks main strategy. When an Airplane sticker is stronger in the bug Deck than the lizard sticker, something is wrong.