Did you intend for Calm Down/Devil's Pact to be a combo? I initially made use of it once on a whim, in a stage during the first half of the game. Once I progressed to the second half, I turned Pact/Reload Negative Life Doubling spam into a combo deck to RNG my way through the rest of the game. Brute forced the final level at 108 days. Origin of the World never popped off for me in a single game, but did serve as a handy collection of deck thinners for my next turn of draws while I used speed reduction and 7 copies of Calm Down paired with 3 Devil's Pact and 5 Reload in a 50+ card deck to meme my way to hell and back. Drink and Recycle were insane as consistency tools, and Sisyphus' recursion allowed me to bring games back that I shouldn't have.
While you probably didn't intend for it to be powerful enough to carry me to -1400 life on two different occasions, did you at least think about Pact's synergy with Calm Down, or did I break the game in a way that wasn't approved past initial design?
For anyone wonder, my final decklist was:
7 Calm Down, 3 Devil's Pact, 5 Reload (centerpiece combo)
2 Max Calm, 3 Fibonacci, 1 Nova, 1 Dark Hole, 1 Slow Down, 3 Slow and Steady, 3 New Day (Good for restabilizing to go negative more easily on midgame turns where the initial negative push didn't work; )
4 Drink, 3 Recycle, 3 Hand Randomizer, 3 Sisyphus, 1 Draw 2 (General consistency with the deck)
2 Origin, 3 Of The, 1 World (Hail Mary backup combo I never got to hit, mostly used to cycle more cards into hand during midgame when my opener flopped.)
1 Universe Out, 1 Space Out, 3 Awakening (Specific combo tools with other cards in the deck that were otherwise bloating it up. I was very rarely happy to see these in my hand.)
Bolded cards are those that I would have cut had I not beat the game before it happened.