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Another awesome update!  I think the victory reward system for hosting tournaments-- that is, that you now make money if you win instead of losing less money-- is probably a more comfortable design decision for most people but is a little sad for me because I thought it was cool that as the card game company tournaments always lose you some money because you are the one putting them on and it's about PR and sales and stuff.  I like the change to policies where you pay money to implement them and the stats reduce the cost, but I think that losing your employee's stats while on assignment in addition to the cost feels punishing for non-revenue-increasing decisions.  Also the semi-limited revenue increase is really large and I don't remember it being that big but maybe I just never noticed it before.


I think the danger markings on the pack-picking screen are a very nice QoL improvement, but they are currently glitched to only show on one pack if more than one dangerous pack appears.  This is assuming that I have correctly understood the markings show up when a pack would cause a revenue bonus to fail if taken.


The new implementation of indomitable is very powerful.  Surviving not only effect damage but also in battle may make indomitable spamming effects like the taco shop a bit too strong, particularly since wind, fire, and water seem to have been nerfed (but I haven't played the new update very much, maybe I just haven't seen the new synergies for the other elements).  I think the changes to the jewel bug line are very cool, but they do make the creature much more complicated for new players.  I also think the second to last one has the hardest ability to activate, since having cards in hand or allies on one side isn't too bad but allies on both sides is tough.  It makes sense that they needed to change, though, given the proliferation of indomitable on earth cards now.


Changing the card series that cares about the number of element types present in your graveyard from mixed to normal makes some mechanical sense, since normal is the one element that doesn't remove cards from your graveyard, but thematically it's a little weird since caring about multiple types has so far always been a mixed thing.  Probably with more cards (i.e. in the full release) it can just be a part of normal's color identity, though.


The aura coin for going second no longer giving +1/+1 and having 1 hp is kinda weird. I assume the change is because the free +1/+1 was very good, but going second is very bad so I'm not sure it was unfair.


I don't know if it's real, but it seems like combat runs a bit faster than before, which is super super awesome and makes the game feel a lot better.


I finally beat the game with an A ranking, but I had to accept one failed attempt at hiring an employee to do it ;.;  I got the semi-limited asset bonus and then +10 assets when playing a semi-limited or limited card, which I had made all cards be, so I had a lot of money. 


I bet it's impossible, but if there was a way to have the different versions of the cards and rules you've experimented with during development as different versions of the base mechanic themes that the player has to decide for the company when releasing a new element or something that would be really cool.  But I think that would be more TCG creative director simulator than banlist simulator and also probably impossible to get working well.


Anyways, still fun as always, looking forward to purchasing the full release.

Played again and Elshey was the boss which I haven't seen before.  I would have thought she would be Void element, which obviously isn't in the demo version.  Anyhow, it was fun. 

Thank you very much for playing the game, sharing your impressions, and providing such detailed feedback. Here are my thoughts on some of the points you mentioned.

The new version of Indomitable is quite powerful in my opinion as well, and Taco Shop is also a very strong card. If they cause balance issues, I'll make adjustments.

When you mentioned the "semi-limited revenue," were you referring to the revenue from the Semi-Limited Notice policy?

Gaining 20 assets from a single adjustment is certainly a large amount. However, trying to generate a large amount of assets through this effect can interfere with the balancing system. Also, in the current version, having a huge amount of assets no longer prevents game overs from boss battles or riots, so I increased the bonus somewhat. I'll adjust it if it causes problems in further testing.

When you mentioned the "danger markings on the pack-picking screen," were you referring to the eye icons that appear on some card set choices?

Those icons are actually part of a system where card sets from later stages can appear earlier than expected, adding some unpredictability to card combinations. The icon is meant to suggest that you're making the risky choice of releasing cards that would normally appear much later.

A dangerous set is designed to appear only once at a specific point, so having more than one appear at the same time is indeed a bug. As for the revenue bonus not working when selecting the set, I believe this may be because the set is treated as containing all elements, which prevents the effect of a bonus that requires the set to have no cards of the same element.

As for Normal gaining a mechanic that references elements in the graveyard, the original pure Normal concept created a major balance problem because it made Normal too independent while also having no need for elemental costs.

So I changed it to allow Normal to change other elements in the graveyard into Normal to activate effects, and then consume those converted Normal cards to activate another effect. This creates a way to build Normal + another element combinations, allowing Normal to share a multi-element concept with Mixed in a somewhat different way, while also making the two archetypes work together.

Regarding the 0/1 Aura Coin when going second, its stats are designed to work with the Aura buff, allowing it to become a 1/2 when needed.

If you don't use the Aura, its 0 attack means that the first player won't take damage even if they don't have a 1-cost card, while also avoiding the situation where the first player's guaranteed 1/1 play gets destroyed.

Of course, Aura cards are something I'm still adjusting quite frequently, so their stats and mechanics may change again.

As always, thank you for continuing to play the game and for sharing your thoughts. I'm still working on new cards and animations for their special victory effects, so there's more to come.

1) Yes, I was thinking of the Semi-Limited Notice policy.  I usually put a lot of cards at 2 anyways for balance reasons, so it is easy to get a lot back here, but it is not too bad.  The run I had before commenting I got it and also the policy that gives assets when playing limited or semi-limited cards in battle, which was extremely good but probably should be and even having the option to take that meant I had already gotten pretty lucky.

2) Yeah, I misunderstood the eye-markings to have appeared because I took a pack that needed no other Earth packs or something like that and I was wondering why it only appeared over the one mixed pack rather than both.  Now that I understand, it is a cool mechanic but I also think a visual indicator for packs that will break conditions would be neat.

3) You are probably right about the old Normal mechanics.  I imagine this plan is a good change, but you should probably change the dialogue that comments on Normal not really working with other elements and maybe being a bit too separate that one of the characters has a chance to give when considering normal packs.

4) I forgot mixed counts as all types even when not in the graveyard; with the new aura mechanics that makes sense.  By the way, the new coin system makes mill decks a lot less powerful, which is probably a good thing (the AI used to mill itself out quite quickly by playing coins if you let it, and I imagine it still would).