Thank you everyone for the awesome Early Access launch! I've been closely monitoring feedback and metrics and it looks like the consensus is the game is too hard right now. While digging in, it looks like most runs are either losing to HP loss or by just narrowly missing the score threshold. As such, I've dropped the score thresholds a bit and removed the deadly value 3 bomb in the starting deck. This may not be enough and I may need to get more changes in another patch, but I'm hoping this will make the game much more enjoyable.
Also the primary focus for 0.5.0, which I'm hoping can get done within the next month or so, will include Scaling Difficulty (similar to Ascension levels in Slay the Spire or the different Chip colors in Balatro) that will allow me to make the base game much easier, but allow everyone who enjoys chasing the higher difficulty to chase it.
Please keep up the feedback, check out the Discord to share specific suggestions and bug reports, and I'll keep doing what I can to make the game better!
v0.4.1
Bug Fixes
Fixed an issue where Slot Machine's current round Gold display would clear on Round End instead of the start of the next round.
Fixed the description of Earth (3) bonus from Gain 2 -> 1 Gold. This is purely a visual change and was already granting 1 Gold.
Fixed an issue where having a Ninja Sticker but not Trick Deck would not let Ninja's effect push the card onto the grid.
(0.4.0a Hotfix) Fixed an issue where Laser and Roots could crash the game
(0.4.0b Hotfix) Fixed an issue where reloading a save would cause Seed to decrease the chance to upgrade a card's value
Balance
Stickers
Fist: Changed from 2x -> 3x the lowest value Card
Slot Machine: Changed from -3 to +3 Gold -> -2 to +3 Gold
Other
Score thresholds have been lowered slightly up through Round 15, with larger decreases in Round 13 and 14.
The game was launched a bit too hard, but it looks like most runs that lose are only missing the score threshold by a few points so the hope is that a small tweak is all that's needed.
I'll be continuing to closely monitor metrics and feedback and will adjust more to try to strike the right balance of difficulty.
v0.5.0's primary focus will be Scaling Difficulty which will alleviate this problem substantially since I will lower the core difficulty of the game but provide opportunities for players to try higher difficulty, if desired.
Base reroll cost reduced from 5 -> 3
Changed the values of the first 5 bombs in a deck from 1, 1, 2, 2, 3 -> 1, 1, 1, 2, 2
