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In other words, if you're always drawing bad cards, why did you put those bad cards in your deck?
Before having totems, only having an ant queen and one worker ant isn't exactly great, unless RNG blesses you with both in your hand and you can manage to get both out plus the one from the ant queen so that they're worth having on the table. That's a lot of blood and a lot of if's, and I usually end up with just one in my hand at a time.
I'm not focusing every upgrade into one or two cards. But as soon as I upgrade a card it never shows up again. I upgraded a wolf card in the first map, made it to snow line and never had it get drawn once before I got killed again. Even purposefully trying to avoid picking up cards to have a smaller deck doesn't work, because I'll end up with one of those free pelts and it will always end up in my hand and be basically nothing other than a poor shield.
Constant crappy hands is one thing. It's a card game. Having zero check points and starting from scratch every single time you get a crappy hand is a whole different ballgame.
When you do have to take a card, try to aim for cards that can effectively be incorporated into your existing strategy. Whether that's because it suits the tribe you have a totem for, it possesses sigils you can use on something else, it stands on its own well, or potentially its a duplicate you may be able to use at mycologists later on. When available, get rid of cards as often as possible as well. Campfires, bone lord, sigil swaps, and mycologist merges can help with this. When that isnt possible, avoid gaining new cards you dont need as much as possible and when that isnt possible either try to keep as much control as possible in the decision (so avoid the cost card selection spot and avoid the tribe selections as well unless you do have a totem that can apply to the card you get). You may also wish to avoid trapper/trader (mostly the trapper, if you visit trader without pelts you just get more teeth). If you can't avoid them, limit your pelt selections instead. You don't have to spend all the teeth you have, you can, but you dont have to. rabbit pelts give common cards, wolf pelts give common cards with random bonus sigils and golden pelts give rare cards. There are valid reasons to have an interest in any of these but if speaking generally, its really only the golden pelts you usually want unless you are after something specific, in which case you only need an absolute max of 5 golden pelts (and thats IF you plan to merge one pair, 4 otherwise). Realistically, you probably won't want all 4 rare offers anyway so less is often preferred.
Getting a little aggressive there for no reason. Do you have the bees that replace squirrels?
That's what I thought. I thought it was obvious that you read:
and presumed that there was still stuff in the cabin he hadn't figured out yet <> not that everything was already seemingly figured out.
Fact of the matter is that I already identified my issue. Bad hands due to RNG. The fact that they were wholly and entirely dismissive of that, and insisted that they must be right and it's totally my lack of ability to gouge an eye out with a knife that's the issue, is far more aggressive than me telling them off for being dismissive. But no one is coming at them. I'm just sending that same energy back to them.
It's obvious when you've hit a wall with progression in the cabin, and even guides will tell you that you can't solve every single thing right away. It had nothing to do with the puzzles and everything to do with card RNG.
Someone else was decent enough to actually address my issue and mentioned deck bloat. Other than NOT solving every puzzle and leaving some of those cards out, and then heavily prioritizing a path through the maps that limits card pick ups, there isn't a way to mitigate deck bloat. And having to focus on not picking up cards honestly doesn't sound like much better design than the seemingly poorly weighted RNG on drawing a decent hand.
TBH though, a large part of my complaint is that I'm just insanely tired of every single game being a rouge-like/lite. I wouldn't mind getting bad hands nearly as much if I didn't have to start all the way over from the first map every time. It's zero fun to me. I just want to play the rest of the game without reading the same prospector dialogue over and over.
Deckbuilding roguelikes are hard, and sometimes it can be hard to even identify where you went wrong since the littlest decisions can snowball later on. If you can record a run and show us what you're doing, I bet people can give you more targeted advice.
If every bad hand is somehow entirely my fault and not RNG screwing me over repeatedly, then it's deck bloat. I'd really like to know how I'm expected to not have bad cards when the game just repeatedly gives them to me. You don't have any control over what the game offers you, or gives you when you pick from one of the more random nodes.