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I thought I leave some feedback on the recent updates on the game and first impressions of it.

1. I couldn't understand a thing as to how combat works in this game. I'll list some problems.

A. The battle happens way too fast to notice how I lost units, etc. or lose the game, and the AI's turns are also way too fast to see how the board state changes when it isn't my turn. I tried to get the basic rules withing 3 combats, but ultimately drop the game after 1 run because the combat that's half of the gameplay is way too fast for my taste, and I had the speed set to 0.5x on top of it. If combats played out slower and not rush everything down the drain (at 25% the speed of what the current verison slows), i think I could see how this card did this, etc.

B. The tutorial also felt way too rushed and missed explaining some stuff that it did cover, or the UI never shows it. For example, it never told me that if units have summon effects, they only activate when the battle phase starts, not the moment you played the card to benefit off the effect, so if I played a unit that reduces the cost of a card by X, why does it not take effect in the same main phase so I benefit off the event, not during the battle phase if the AI knows the card was played. This makes no sense to me.

C. When cards get destroyed, etc., its always random targets in the zones, etc., making it feel like combat is an RNG fest by itself. I could understand it randoms targets to speed up combat and there's no cards to revive from the graveyard, etc., but I would like to pick the targets at the time the card is summoned and before the battle phase starts.

Outside that, the tutorial just felt like "let me show you a battle in 2 minutes, afterwards, you'll on your own" and I don't know what else to say on it here.

2. The game never told me how you win a run and only that you lose if you run out of money. I was left clueless as to what I was suppose to do outside make sure money doesn't fall to 0 basically.

3. The game has way too mechanics and is very complex that it might scare off new players entirely somewhat. I didn't feel like I was understanding the game at any point in time when you have combat, changing limits on cards (most of which I don't think I could own in the limited demo time basically and don't know what decks to even build here due to the RNG of how cards show up), employees, and maybe there should be a more polished tutorial to go though the steps rather than rush 50+ things in 2 minutes segments.

That's all I'll leave for now. I'll keep an eye on this game if future updates come around, but for now, its a pass for me until the new player onboarding experience is worked out and combats don't feel like they want to launch a rocket in 2 minutes where slower players like me just lose because I don't see how cards were destroyed, etc.

First of all, thank you for taking the time to play the game and leave such detailed feedback.

Regarding the combat rules

For example, the tutorial currently explains the mechanic you mentioned with the following text:

- When your turn ends, card effects are resolved from left to right.
- Cards played this turn become "units" that are combatants, and will begin attacking the enemy in front of them after one turn of rest.

However, since I'm not a native English speaker, it's possible that the wording doesn't communicate the intended rules as clearly as I hoped.

Also, because the tutorial presents a lot of information in a short amount of time, I understand that it can be difficult to absorb everything. That's something I need to improve as well. I'll look into using more intuitive wording and adding more time between tutorial messages so players have a better chance to process the information.


Regarding the game's complexity

I also understand your concerns about the game's complexity.

That said, systems such as the banlist, employees, and assets aren't there simply to add more mechanics. They're core parts of the game's theme—running a TCG company as its director—and they also help prevent players from assembling overly powerful decks too easily. Because of that, simplifying them isn't an easy decision.

At the same time, I do often think about whether modern players still enjoy this kind of heavy, system-driven gameplay.

Many people have suggested adding a tutorial menu where each system is explained separately. However, in my experience, players rarely choose to read long optional tutorials, so my current focus is on making the mechanics easier to learn through normal gameplay instead.

Finally, your point about not knowing when a run ends is completely my mistake.

The goal of a run is to survive by successfully getting through events and keeping the company afloat, but I failed to explain that clearly in the tutorial. I'll make sure this objective is communicated much more clearly in a future update.

Thanks again for taking the time to play the game and share your feedback.