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Not the same as you. At least in my case, I won't speak for others.
Building a bankroll early for interest can be risky. It is not required to do so to beat the game. Deciding to build a bankroll of $25 as soon as possible by not buying anything is a great way to lose most runs very quickly.
An early investment in Golden Joker (previous demo) or Trading Card, for example, can generate more money than simple interest would. Cards like Joker (the basic +4 mult) or Popcorn early on can provide safety for a while, save you hands played and generate more money that way.
I see interest more like a mechanic to counter badluck, at least early on. You wanted a joker, none were available at the shop and a reroll was too expensive. Then what? Wait, keep your money, generate some interest with it. That interest is some form of compensation for having to possibly play more hands than you hoped for against the last blind.
Later on, say maybe ante level 3, interest is a way to reward good risk management. If you exit every shop with $3, that's on you. You're not managing risk, you're just spending everything you can. Which can be a real strategy, with a little help from Vagabond and Fortune Teller, but that's another story.
I generally don't favor "win more" mechanics, but it also provides an incentive to consider that "worth it?" math rather than buying whatever is available immediately.
Compared to other games with similar mechanics, the oddity I see here is that everything is in the shop, rather than a mix of free/random and shop upgrades. I am used to seeing the shop as a way to smooth the edges off the random drops; here, what appears in the shop *is* your random drop, and you spend your $ in the shop the way you would pick your reward from a treasure chest elsewhere.
You get $1 per hand you still could have played. You get $1 per $5 you had stockpiled. Most Jokers cost around $5.
So yes, if you buy a joker you lose $1 in interest. But if that makes it so you only have to play one hand instead of two, you lost zero income, gained strength for future rounds, and even gained a dollar or two worth of sell value in case it was a temporary buy to scrape by. Interest is a lot weaker than you seem to think.
However, I do think interest is too strong in this game. You are very heavily incentivized to get to $25 ASAP because the $5 interest per round makes up close to 50% of your income, which is where I think a problem lies. I haven't played a single game where I don't just rush to $25 off the first 3 blinds outside of picking up one cheap joker if its flexible enough.
Just look at the numbers. You win a round with max income for ~$13-15. A reroll in the shop is $5. If you didn't have income you'd be at $8-10. So a single reroll costs most of your money.
If you don't go income, you are pretty much forced to take more tags, but if you take tags to gain more money you get access to the shop less. It just feels off. I think you should still get access to the shop when you skip blinds (maybe a slightly worse shop).
The money + length of game balance just feels *off*. You spend 20% of the game garnering income, the game isn't long enough to really pop off on a build, and the combination of money + time + small shop leaves you with a bit too heavy of an RNG component whereas you'll spend loads of money only to end up with nothing in the end.
Full game is twice as long as demo + endless, so I don't see this as an issue.
When the game is 10-15 levels and not a demo you'll see a lot of times you have to decide how much you will need to commit I feel.
It could be $s or quarters or cards, the whole point of resource management games is to attenuate your use of resources to win both now and later. So I think interest accomplishes that.