Hey. thanks so much for playing the game! As you could tell, it’s very much still a work in progress.
My intention for the final timeline type was to have every time your deck gets shuffled back into your draw pile, they add some number of hex cards to the draw pile along with it to dilute your deck. This would be to prevent the scenario where your deck is 4 super strong cards that all cost 0 constantly drawing each other.
Experimental weapon might need to get nerfed, the balance is all very much back of the napkin at the moment. Another key balance thing I’m not currently sure about is whether recursive cards should draw first and then shuffle themselves in, or shuffle in and then draw. As it works right now, they shuffle themselves in and then do any draw mechanics, which if you have 0 cards in your deck and make the card cost 0 with “draw 1” means you can infinitely draw it. A pretty specific scenario, but kind of broken.
Anyways, I appreciate the ideas for additional enemy types, as I’m working on adding animations and more enemies/cards every week. So please keep checking back in if you get the chance!
The intent is to eventually put it out on steam, but we’re still a far ways away from that (no audio, pixelated fruit being the enemies, no card art, limited animation, etc)
Also, for any card, the effects happen in the order the text is displayed, but you are definitely right about making that more clear. Thanks again for playing!