Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
This is the second roguelite-Solitaire game I've seen in this very same event. However, where that one focused more on non-Solitaire aspects and simply used the basics of Solitaire as part of its gameplay, this focuses on Solitaire itself and uses the basic idea of roguelites as part of its gameplay. On one hand, this can work very well. On the other hand, it... kind of can't.
But before I get more into that and my deeper feedback, I want to cover one thing: this game is very memory intensive and very poorly optimized. While I accept my computer isn't the best, I also know that very few games in this event cause an issue like this one did: to slow down my vtuber model. This usually happens when a game isn't well optimized, and normally I only see poor optimization in Unreal Engine games. I was shocked when I noticed that this game used over 1 GB of memory despite the game itself only being 136 MB in size AND being a Godot engine game.
Okay, onto the true feedback. So upfront, I've played a fair bit of solitaire. When I worked in a grocery store, playing it on my phone during breaks was my normal way to pass the time. As such, there are things I've always noticed about solitaire games. For starters, they always included the ability to undo turns up to a certain number. This function really mattered when I'd have two cards of the same colour up but only had the means to move one of them; an undo let me check what came next under both cards and plan what I was going to do next. While at first glance this may seem unnecessary with the transpose skill, the problem is that transpose is entirely random; you don't know what you're going to get, even when you have relics that force what appears during transpose to something helpful. It can still end up not being what you need to make progress. As such, the first thing this needs is an "Undo turn" feature. I'd also recommend this feature work with transpose in the event a transpose makes things even worse.
Next, let's talk about transpose and relics. Conceptually, this idea is interesting. However, as I played more and experimented with more relics, I realized certain ones were... honestly, kind of dangerous. In particular, the one relic that lets you do every column and then disables a random relic (Personally, I think this relic should only disable itself). This was then made worse when I realized I couldn't get rid of them (There's a sell button, but it doesn't work). However, even then I feel like transpose needs to work a bit better. My suggestion would be this: upon use, you get to pick from one of three random cards that transpose chooses. You then make that the swap. If you have any relic that does multiple columns, you only get to pick one card and it's always done after all of the other swaps are made. The reason for doing it this way is so that the player gets to pick the one card with the knowledge of what else showed up and thus are given the advantage when picking.
The concept is certain good and can be fun. I just think it needs to be less RNG and more in the player's control.
Also, I felt like the cursor was really picky when it came to picking up card stacks. Had a lot of times where I was trying to grab the top of a stack and I would just miss it. Not sure of the best way to fix this, though. It's just something I wanted to bring up.
That's all I got! Keep up the great work!