I feel like there's a balance issue and I don't see how to enjoy the game. If you make a defensive deck which removes stress/arousal and protects you from tf, then the game infinitely switches between the two fucking and the opponent's health rising to infinity, and if you make a good combo deck, you lose half your battles to reset your stress/arousal as fast as possible, then beat them in 1-2 turns when possible, which will win you the run, sure, but you barely see anything happening
Yeah. There are some issues with that. Though I created the game with one idea in mind: "Player should lose sometimes". But it seems that I separated "losing" into too many steps. Losing starts affecting you only after several losses. Though when you lose several times in a row in deckbuilding game - you feel bad. Yeah, enemies get new cards that can affect you in some different ways. But still, there is no much joy in losing.
Next update I want to add more cards, like 10-20 new cards. And rebalance enemies with the new cards in game. And try the idea where you Transformation partly affected not only by enemy damage, but also by the cards you are using. There are gender icon on cards not just to fill the empty space. The game is already gathering EXP points based on what card player uses, just we haven't implemented the systems where these EXP points will be utilized.
In the current build though, the idea is to balance stress/arousal with the damage dealing combos. You can't focus on dealing damage only, though you can't focus on defensive only too. For me the best build is on Flow (when cards get bonus power each turn). But it becomes too simple fast. The most interesting build is on the red Burst cards. But it's quite hard to control. But it's fun how you're always on high stress/arousal, but somehow you manage to win.
The problem is that there are not enough cards yet. also amount of cards in hand will be increased too. So I hope it will be better in the future.