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(+3)

Joker is quite well designed.  A compact boss rush, in that the cards he spawns themselves are minibosses on this macro bossfight

Not a fan of the cuphead school of every upgrade coming with a downgrade, especially on a game of this size.

Balatro collab when

Great take! Joker’s cards acting as minibosses make the fight more dynamic. I get the frustration with upgrades having downsides, but I think it adds strategy. What kind of system would you prefer?

(+3)

Just simple upgrades to make the battle easier, or that change add a gimmick that changes the gameplay, rather than get A but lose B. I think letting the player break a game with cool features and skills is better than pulling the leash like "hey lets not have too much fun now, okay?", like the game is you vs us, rather than you giving us a toy to go wild with.

On a more serious commercial product I can see how the balancing might be a serious thing to work on, but on smaller jam projects like this, it could be more fun for players and more of a learning experience to you to let it break, if it is to break. Like salt on food, when you put too much its over, but when you put too little you can just add some (in this case, being less restraining is the metaphor)

That’s honestly a great idea! We’d love to work on that on future updates! And thank you for the feedback :D