Thanks for the detailed analysis! I enjoyed reading your take on it.
The game indeed has a problem with characters olaying useless cards. There are a lot of cases and they’re quite easy to fix in a basic way. I’m expecting that the difficulty and challange of the battles will increase quite a bit with that.
Part of the difficulty of any synergies of the game (mainly shields & mana burst) right now is probably access: there are very few moments in which they can be drafted.p, so you mayne only see shield bash once or twice as an option per game. Was that also why you didn’t go for shields? Or was it just too convoluted to work with?
Indeed, a quick fireblast gets you much further. Perhaps fireblast is a little OP, especially since enemies often and quickly empty their hand. Something I should think about, for sure.
I’ve been trying to figure out a way to prevent the hand-full-of-shields stalemate. It’s possible to end up with 2 characters who can do nothing but pass their turns. Is that what happened to you? I’m considering automatically discarding a card when drawing on a full hand, allowing voluntary discards, or a full hand mulligan at the cost of 1 card. If you have any ideas, let me know.
All the above and some other tweaks and balancing are coming up in a next patch somewhere in the next 2 weeks. “Transmute shields”, for instance, will go down to 0 cost, making tempo shield decks a bit more viable. “Raise the dead” is never an interesting draft pick, so it will also go down to 0 cost. “Seance” is way too powerful at 0 and will go to 1. Things like that.
I’d love to add sound and some more graphical flourish at some point. Perhaps card illustrations or effect animations will be nice. And yeah, the animations can get a bit slow after a while. Probably I’ll make them skippable by clicking anywhere.