I probably got used to this game speed (as I'm the developer lol), going to tune it down!
One way of making the cores feel more unique would be unlocking skills for them.
For the poison core, some skills could be:
- add active ability: halve the power from the stronger enemy unit
- every 5 slows, increase a poison unit's power by 100
- when you steal power (new ability type I'm thinking to add), gain extra power
other ability types I intend to add, and have the cores interact with them:
- lifesteal
- power transfer (eg. move x power from left unit to right unit)
- on every x, do y (x with being damage/shield/etc)
with the board being a 2d grid we have more options, unlike a normal cardgame that is just a horizontal line
And currently the game is more balanced on the 10 wins, with infinite more serving to let the player enjoy an eventual fun build more :)
This week I will take things slower, as there's a lot IRL things showing up, but I will write down some ideas to code on Saturday.
Edit: Just had an idea. More complex units can be the ones unlocked as the player progresses and learns to play. That avoids having units that are too complex when the player is still learning. Another thing is adding a gold/platinum shop, and have overpowered units only show up there. This way we can make those units more scarce.



