I enjoyed this, I had fun, but I feel that some of the mechanics might undermine the staying power of that fun.
- Play seems to boil down to picking a selection of items that will allow you to meet the point quota with an optimal selection of stacked cards.
- As there is seemingly no correlation between the specificity/difficulty of a triggering condition and point reward, it is entirely too easy to pick really valuable, easy-to meet evaluators and rack up points with an easy-to-achieve minimal-thinking-needed optimal stack.
- Using broad evaluators as a basis, it is easy to identify what to add/remove/upgrade in your deck.
- Once cards are forcibly added to your deck, there is a risk that you'll get screwed over by digging through your deck too much, or just getting unlucky. Yeah, risk-reward, but ehh.
- I suppose I wish that I was incentivized to make more impactful decisions during play more frequently. I enjoy putting together a set of evaluators that will easily exceed the point quota, I just think that it is too easy to have all of the game's important decisions happen on the shop and cardmage screens.
Stuff that I think would be improvements:
- Make the effect descriptors a bit more verbose and/or add tooltips that explain what each keyword means, precisely.
- Maybe tweak your item procgen so that more specific/more difficult to meet conditions give better rewards. Don't have to go full point-buy over it, but it was entirely too easy to assemble a selection of items that rewarded me handsomely for just having the stack be all cards of one suit.