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Higher starmight also ties into finding ancient jewels more easily, which on its own is kind of a challenge run system with one-time completion rewards, which can be interesting for completionists or just to explore for-fun "what if" scenarios.
At the end of the day it's very much an optional opt-in system though there's certainly room to tie future stuff into having a certain amount of starmight in a run or somesuch.
And yeah I have some hopes for it to be more meaningful in the future :)
Regarding the jewels that just make everything more difficult, I actually LOVE them (and I wager lots of other players do too). I have 1.2k hours in Isaac and the only reason I don't have more is because at some point, the game becomes too easy for knowledgeable players, with most characters. The jewels allow you to make some runs challenging even with OP characters like Azazel and now I'm actually enjoying Isaac again a lot and have a new way to grind.
A small suggestion I have here is to introduce jewels with serious downsides, but with some interesting upsides that open up new ways of playing, or that make you hunt for certain mods. For example, items no longer grant damage buffs, but all other stat buffs also give 10% of their value to damage, etc. I'm of course assuming such dramatic modifications are possible and I know nothing of the difficulties involved here, but fingers crossed!
Also I really have to praise you on your work here Ab Aeterno, it's amazing what you managed to do already, filling out the tree is very very enjoyable. And the best part of it is like PoE, there's infinite room for adding new interesting things. I hope you keep working on this for a long long time. Kudos!