- One thing I added and where I would love to hear your feedback is a ‘first shop special’: When meeting the merchant for the first time each run the artifacts are replaced by 2 higher level gold and attack cards. I think that could reduce the RNG a bit
I think removing that particular randomness ends up being a bad thing, because it amounts to “make sure to earn enough gold to buy this, and then it’s almost as if you had it in your starting deck”. But also, more importantly, sometimes it’s really nice having the early artifact, if you can manage to get enough gold for one. And some of the early bonuses can make that feasible, like the initial 5 gold and/or the extra health for the first few battles so that you can farm some extra gold (in addition to farming card upgrades).
Most of them now have to power up their ability and don’t influence the first turn. Feel free to name any enemy where you would like to see some changes..
So, one thing that’d make the game feel a bit more strategic: I’d love to see changes to poison. Two possible approaches:
- Attacks that poison could be blockable. If a poison attack gets through, then you’re poisoned, and take subsequent poison damage that shields don’t block. But it’d be nice if you could block the initial attempt to poison.
- Alternatively, make poison fade by 1 each turn. So, a poison attack does 1 damage and adds a poison, next turn you take the poison damage and the poison goes away. If you have 2 poison, then you take 2 damage and now have only 1 poison. I don’t think this would work as well as the previous idea, but it at least means that an enemy can’t just bypass your shields and poison you once and then sit back and watch you die.