Hey, thanks for playing and for the feedback, and I totally see where you're coming from - it's an interesting discussion that I'll need to think on for a while. My gut reaction is that only a small amount of the content is actually available just now, however you are right in that the end goal is basically 'how big can I get my damage' so the changes between each run is somewhat limited to variations on that mechanic.
Most upgrades (or curses) fall into one of three categories - damage dealt, how easy it is to die and how often you trigger special attacks (which is really not that different from how much damage you do). I'm intentionally leaning into the Balatro or Peglin approach of trying to find near-broken combos being the 'core' part of the gameplay, but I also know I have nowhere near the depth of these games as of yet - and certainly not in the limited "1 table / 2 ball / 30 glyph" demo.
I also think the default easy difficulty might be too easy, since as long as you can keep the ball up then yeah it's basically just flip away somewhat mindlessly until you win. I'll maybe need to rebalance that a bit, or provide a better reason to play on higher difficulties as that's when the choices you make along the way start to actually matter.
And I should maybe alter the description a bit so it doesn't promise the earth when in fact it's just a light-hearted pinball game with extra damage numbers...
Regardless, thank you for taking the time to write this, it's given me a lot to think about! :)

