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Great concept, UI is snappy, visuals are crisp*... but it sorely needs a probability and balance pass, probably some deeper mechanics changes. Keeping up with the difficulty curve requires playing risky strategies -- if you have a deck that can hit the score target 90% of the time, you aren't likely to win 15 levels in a row. It's not really possible to build a consistent deck, especially on the levels with an odd number of hands.
*but could be more distinct -- when holding a lot of cards in hand, it'd be nice if it was easier to tell the low vs. high ore/scoriums apart.
Level | Score | Hands |
1 | 6 | 4 |
2 | 10 | 4 |
3 | 15 | 4 |
4 | 18 | 4 |
5 | 24 | 4 |
6 | 35 | 4 |
7 | 40 | 5 |
8 | 60 | 5 |
9 | 90 | 5 |
10 | 95 | 5 |
11 | 120 | 5 |
12 | 170 | 5 |
13 | 190 | 6 |
14 | 240 | 6 |
15 | 300 | 6 |