Now that I've won nightmare, some thoughts:
0. The reworked Prospect is excellent, just the right balance of usefulness/cost. No longer too weak nor too strong.
1. Level 1 is still boring especially having to play it over and over again - I wish you'd just remove it from the harder levels and start them in the shop. It was briefly a lot more interesting (the variable sizes looked fun), until I realised that its the identical cards every time. No point playing the level, its almost identical, no choices to make. BETTER IF: you randomise the starting cards
1b. ... EVEN BETTER IF: you randomise their 'inert' levels: that would immediately provide interesting choices (which to upgrade?). This would also help nightmare by making some currently "worthless" cards (upgrade-related) potentially useful
2. There are now a few different outcomes to level 1, if you play perfectly you can finish with 54, 53, or 52 in most games, or 51,50,49,48, if you play imperfectly, or less if you play stupidly. But the shop prices are so huge that there's no effective difference between 50/51 and 53, and the easy path is to always get 52, so ... the level and the skill is useless.
3. Pricing in the shop is still broken. There are multiple rare cards that if you buy them early in the game you INSTANTLY lose the game (e.g. Crystallium == instant death, e.g. the mace (cant remember the name) = usually instant death, etc), simply because the price is so high. Note that Crystallium in the early levels not only takes all your cash (killing you) but ALSO is comepletly useless since until it's been upgraded a few times it has no special feature (on first two shops it only has 4 strength, I think I even saw it at 3 strength a few times).
4. ... cost to re-roll the shop is much too high. Would be better if it was a constant low value - there's no need for the escalating cost, money is already tight enough that any reroll cost > 0 is punitive.
5. a lot of cards are mostly useless on nightmare, would be better to remove them from the game or rebalance them. They dont make it harder, they are just literally wasted slots that cannot do anything (fun in easier levels, but useless in nightmare).
6. Raise the cards-in-hand limit in nightmare (this would immediately unblock some of the cards that currently dont work: hard to build a large hand in nightmare, but at least it would make those cards useful. Right now they scale too slowly and/or provide no tangible benefit, they are less valuable than the starting cards).
7. nigthmare's final level is great, a suitably hard challenge (requiring you to spend the entire game planning for the ending, which I think is right for this difficulty) .. BUT .. it feels weird that there's no foreshadowing, nothing to indicate it will happen. This isnt so bad,after you see it the first time you know whats coming, but it feels like there's a missing story beat to explain it / warn about it.
8. the reworked pickaxe thats the only way to mine a card while spending 0 (and unlike the old dagger (?) that did that, it's a useful card in its own right so you buy and use them) is great. It means that a well-designed deck typically has a few of them in and when you've got one last energy and a choice between playing a higher score/money card or triggering card pickups (eg with axe) ... there's real value to the card pickups (previously there was none: you have 0 energy left and the smelter, torch, etc require at least 1). This makes the choice meaningful.
Overall great, by far the best iteration of the game.
























