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Dude, i even said "it doesnt need to be the base game".
I don't want to spoil the game of anyone.
I just want another mode to play.
I always wondered, why no rogue-lite deckbuilder (from the ones i've played anyways) offered some kind of sandbox mode, that allows you do start runs with custom decks or rules. Seems like a no-brainer as an additional game mode. Plus it'd be a great framework to share custom challenges, too.
something like this has never ever existed in any card building rogue like, it wont exist without mods, i'm sure once this game has a proper modding community there ill be a mod for it like in slay the spire mods, even though it will make the game boring and actually wont help you get better at the game at all.
But on the topic of mods, there's already one that does something somewhat similar - Zen Mode.
https://github.com/Amvoled/Taikomochi
You don't keep your deck between runs, but instead when you lose you can just restart the ante, keeping your deck and jokers. Requires Steamodded: https://github.com/Steamopollys/Steamodded
Goblin, you are being rude. Don't be like that.
you were being incredibly rude, and now you are being incredibly obtuse. it's possible to answer questions without insulting and belittling people. if you feel like you can't do that, I suggest just not replying at all and moving on.
And of course, there are things to learn. At least i have serious doubts, that humans are born with the innate knowledge of Balatro's mechanics, joker effects and synergies. And how quickly and effectively we all learn things is, well, subjective.
And pointing out how wrong it is to imply the game is subjective is somehow "obtuse"? I'd say pointing out exactly why something is wrong is quite the opposite of "not clear or precise in thought or expression" so... are you calling me lacking in intellect (the other relevant definition of obtuse)? Quite rude of you to call me stupid
There very much is pretty much always an optimal thing to do in almost any scenario, with the only variance coming from randomness such as what boss you encounter later on, if later jokers will synergize, et cetera. Since you cannot learn over time that you're going to encounter certain bosses at some point, that argument falls away - you're only weighing your choices against RNG, not some kind of skill barrier. That's why people quickly get bored of playing on white stake, which has a ridiculously high win rate if you make the right choices, and go to the more random higher stakes - worse odds = more dopamine when you win.
But here you pivot from "difficulty is subjective" to "how fast you learn is subjective" which is already something entirely different. Just because a kid hasn't learned how to multiply does not mean it is difficult. Just because someone has learned how quantum mechanics work does not mean it is easy. Doing a frame perfect trick is objectively difficult, pressing the A button to jump over a goomba at the start of Mario is objectively easy. Difficulty is not subjective, your knowledge is. And White Stake is not difficult, people make bad choices.