I totally agree with you. That limit is a bit of a band-aid right now, while we figure out that 'right' way to handle infinite loops like that. Any suggestions? My instinct is to limit Eyes and things that react to eyes to just one activation per turn, but that feels slightly disappointing.
Viewing post in Mr. Magpie's Harmless Card Game comments
I agree that that does feel slightly underwhelming, but then again, probably most rational solutions to this problem are going to feel slightly underwhelming...
One idea I had, though this is definitely quite an ambitious idea, would be for each card to have a quantity called "fragility" associated with it. This could be like a really big number like 500 or something, and it would be physically on the card so the user could see it while they were playing, then every time the card gets activated the number goes down by 1, and then when it gets to 0 it could remove the card, and potentially even trigger some other event like a reward/punishment for the user.
I like the idea of the user playing the game normally thinking "I wonder what happens when that big number gets to zero", I think it adds some additional intrigue.
Then again, I imagine it would be a hefty amount of work to implement. If I could change something small about the game though, something that shouldn't amount to that much work, it would be good if you limited the maximum number of casino chips so the game would stop worrying about them when you got too many. Like I really like the casino chips don't get me wrong, but when you have like a bajillion of them they block the rest of the UI and I think I'm right in the guess that they're responsible for most of the lag when you start making the big bucks.