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(4 edits) (+1)

A game with a simple premise that become a lot more complicated (and surprisingly frustrating) once you understand how the mechanics works. Similar to what the commenter "kk2012001" said, I couldn't get past Day 3 (even after managing to buy two modifier cards) because the RNG of the Count's shifting mood screwed my cards over (i.e. positive mood cards becoming negative). Knowing that each card not played subtracts two (and not one, as initially expected) points to the Count's mood means that having at least two or three unplayed cards by the end of the day can lead to a game over since all the other cards would have likely brought the Count's mood down by a lot.

The game is still a very interesting/challenging premise since the player is effectively always on the disadvantage at the start of each day, trying to raise the count's mood up while earning enough money to (hopefully) afford better cards/modifiers to make succeeding days easier (while also trying to avoid screwing themselves over). I don't know if there's a difficulty spike the longer the player manages to survive, but the game in its current state is already very hard/borderline unwinnable (to the point that a balance/mercy update could help players like me get pass Day 3).

Also, being forced to watch the Jester get his head cut off because the "Menu" button is barred is a very cruel jab at the player. I like it (even if it always/completely upsets me).

Thank you for the detailed review and putting in so much time into it! The balance definitely needs some TLC, I agree.