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A member registered 12 days ago · View creator page →

Creator of

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Thank you for the detailed feedback and for seeing potential in the game! I agree that the current version still relies too heavily on RNG and basic value comparison, while protecting your Miku and targeting the opponent’s can become too central to the way matches are played.
However, this is not the final version of the game. I am already working on adding new cards with new abilities, which should introduce many more strategic options and significantly change both the strategies and the overall meta.

I only ask for a little patience regarding development. Due to important commitments in my personal life (I will be graduating in September) the next version will not be released before the Champions event has ended. I do not want to promise an exact release date yet, as I want to have enough time to work on it properly.

Thank you again for the constructive suggestions!

That is certainly one way to beat the current version!

However, I can’t add you to the credits list based solely on this comment, as that would be unfair to the other players who are following the verification process. If you have also collected every available card, please send screenshots of all your completed album pages to the email address provided in the challenge announcement before the deadline.

As compensation, here is the requested potato salad recipe:

Ingredients: 1 kg of potatoes, 3 tablespoons of mayonnaise, 1tablespoon of Dijon mustard, 1 tablespoon of vinegar or lemon juice, 2 chopped spring onions, Salt and black pepper (optional: parsley, pickles or hard-boiled eggs)

Instructions: Boil the potatoes in salted water until tender, then drain them and allow them to cool. Cut them into pieces and gently mix them with the mayonnaise, mustard, vinegar, spring onions, salt and pepper. Refrigerate for about 30 minutes before serving.

Thank you for pointing this out! The previous text color didn't provide enough contrast against the light blue background, especially with the smaller font. I’ve changed it to a darker, more readable color. I really appreciate the practical feedback!

Muito obrigado pelo feedback e, principalmente, por querer apoiar o projeto! Fico muito feliz que você tenha gostado da proposta simples e direta do jogo.
Por enquanto, quero mantê-lo totalmente gratuito, pois ele ainda está em uma fase inicial. Gostaria de desenvolvê-lo mais, adicionar novos conteúdos e aprimorar vários aspectos antes de  aceitar qualquer tipo de apoio financeiro.
Mesmo assim, saber que você estaria disposto a contribuir significa muito para mim e me dá ainda mais motivação para continuar trabalhando no jogo. Talvez eu considere criar um Patreon no futuro, quando ele estiver mais completo.
Muito obrigado mesmo pelo apoio!

Thank you for pointing this out. I think you are right that the difficulty increase between Battles 3 and 4 is currently too much.
The intention was for Battles 4–6 to introduce the second tier of cards and represent a more difficult stage of the game. However, giving the opponent an entire second-tier deck immediately creates too large of an advantage, especially before the player has enough strategic options to compensate for the difference. At that point, the result can feel more dependent on luck than on the player’s decisions.
I will review the balance and deck composition of Battles 4 to 12 with a more gradual transition, creating a much fairer difficulty curve. I still want the later battles to be challenging, but the challenge should come from making good decisions rather than from starting with a major statistical disadvantage.
Thank you for identifying the exact point where the progression becomes frustrating. This is very useful feedback for the next balancing pass!

Thank you for taking the time to give such detailed feedback!
What I wanted to test with this first release was whether the basic battle loop and overall presentation were appealing enough to justify committing much more time to a complete deck-building and ability system. Since this is my first game and the current build is still a very early prototype, I deliberately kept its initial scope small instead of implementing every planned feature before knowing whether anyone would be interested in playing it.
That said, I understand your point that the current version does not give the player enough meaningful control. With fixed decks and only Miku having an ability, matches can depend too heavily on the total value of each deck, while keeping Miku alive may feel more dependent on the AI’s targeting than on the player’s decisions. That is exactly the kind of design problem I needed this initial feedback to reveal.
More characters, abilities, deck construction, and further improvements to the AI and balancing would therefore be the main priorities for a future version. Your comment has given me a much clearer idea of what the game needs in order to become genuinely more strategic and interesting.
Thank you again for your feedback explaining the issue!