Balatro

Balatro

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pgames-food Dec 2, 2024 @ 6:29pm
my new JOKER ideas :o)
hi i got the game recently and am still new (so just in case a joke like this already exists), but here are some jokers i thought could be cool to try and add to the game :)


1) "Tailor" Joker:
When you get this joker, it repairs any other jokers you have (which have the glass effect, or similar, which would otherwise have limited uses or chance of breaking, and prevents them from breaking)


2) "Opposite Attraction" joker:
= when you get it, it gains X mult which is equal to your 1st and last joker selling prices combined.


3) "Surprised" joker: (has x2 mult)
= whenever you draw a face down card, it gains + 0.5 mult)


4) "Jesting Joker"
= has x5 mult, but every hand you play, has a 1 in 6 chance that your lowest played card changes suit.


5) "Law of Averages" joker: has 0 mult
= when you gain it, it gains mult equal to the Average of the total current Mult from the other jokers you have.
(for example, if you have any joker saying x2 mult somewhere, and another one that says you might get x4 mult, then the Law of Averages joke comes in with x3 mult)


6) "Piggy Bank" joker: (has a small version and a large version)
= starts with +0.25 mult, but at the end of each round you win, every $1 gold interest you earn, increases its mult by +0.25 (for small cheaper version) (or 0.5 if expensive version)


7) "Peeping Tom" joker:
= every 2 cards that you draw face down, gives him a "peek" counter, and using a peek counter lets you look at a face down card of your choosing.
(he could be upgraded into another version, which gives you +1 Mult whenever you Peak, BUT you only get a peak counter every 3 Face down cards you draw.
[note: the joke remembers how many face down cards you have drawn, through rounds and battles, so if you drew 1 face down in the last boss battle, then the next boss battle will remember this]


8) "Free Roller" joker:
= starts with x2 mult, and gains +2 mult every time you re-roll the shop


9) "Mr Yo-Yo" joker:
= cheap common joker with x10 mult, BUT after each hand, he turns face down for 1 turn and doesnt do anything until he comes back 1 hand later :o)

10) "Scaredy Cat" joker:
= gives you +5 Mult every hand, BUT if you use a planet or tarot, he gets scared and only gives you +1 mult for the rest of the hands.
(upgrading costs $2 and he only gets scared for 1 hand before returning to normal mult)


(im not sure how to actually get these added to the game, but maybe the dev can add them or theres a way using lua and 7zip)
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Showing 1-2 of 2 comments
Goblin Dec 2, 2024 @ 8:04pm 
1) I don't really see as anything useful, even if I squint hard enough to make it make sense (you say glass jokers breaking, which isn't a thing). The only glass things that break are normal cards, so at least the theme and description make no sense. The only jokers that break are Gros Michel and Popcorn, unless you count perishable jokers as breaking. Doing all of those things is way too much for a joker, doing just one or the other doesn't seem too interesting.

2) I kind of like the idea of an xmult joker being based on joker selling price, but setting it once when bought is not a good idea, and adding costs like that would be way too high probably. As unlikely as it is, you can get a max sell value of 12, and getting a joker that starts right away with even 6 xmult from adding like that would be crazy high. Maybe xmult equal to 1 + your highest joker sell value other than the joker itself, and have it be rare?

3) I'd rather see smaller xmult gain for each face down card that is scored. Just +mult doesn't happen enough due to the rarity of those boss effects, just drawing is too easy, and while figuring out face down cards is a neat part of the game you can also "cheese" this with splash.

4) x5 is crazy high compared to all other static xmults, and I'm not sure the "downside" warrants it. I like the general idea though.

5) Again don't like at-moment-of-buying values, other than that I guess it sounds okayish.

6) is cute, I don't think it should have a separate version but I like it. If you get it early it would scale to about +25 by endgame with the +0.25, which isn't super high for +mult but you get it for free while maximizing income, which you want to do anyway most of the time.

7) don't like at all. Too situational, complicated, and only simplifies one of the interesting parts of the game instead of adding something.

8) seems ridiculously OP, a combined x and +mult that scales that fast?

9) is just a way more (and too) powerful Loyalty Card, hard pass.

10) doesn't seem very interesting, barely adds anything and holding on to a tarot card for bosses should be encouraged not discouraged.

If you want the dev to see your suggestions, put them on discord because he doesn't read much around here. If you want to add them yourself, there's like two and a half modloaders you could use if you learn how to make mods. Check awesome-balatro on github for a lot of information on those loaders and other mods.
pgames-food Dec 2, 2024 @ 9:14pm 
Originally posted by Goblin:
1) I don't really see as anything useful, even if I squint hard enough to make it make sense (you say glass jokers breaking, which isn't a thing). The only glass things that break are normal cards, so at least the theme and description make no sense. The only jokers that break are Gros Michel and Popcorn, unless you count perishable jokers as breaking. Doing all of those things is way too much for a joker, doing just one or the other doesn't seem too interesting.

2) I kind of like the idea of an xmult joker being based on joker selling price, but setting it once when bought is not a good idea, and adding costs like that would be way too high probably. As unlikely as it is, you can get a max sell value of 12, and getting a joker that starts right away with even 6 xmult from adding like that would be crazy high. Maybe xmult equal to 1 + your highest joker sell value other than the joker itself, and have it be rare?

3) I'd rather see smaller xmult gain for each face down card that is scored. Just +mult doesn't happen enough due to the rarity of those boss effects, just drawing is too easy, and while figuring out face down cards is a neat part of the game you can also "cheese" this with splash.

4) x5 is crazy high compared to all other static xmults, and I'm not sure the "downside" warrants it. I like the general idea though.

5) Again don't like at-moment-of-buying values, other than that I guess it sounds okayish.

6) is cute, I don't think it should have a separate version but I like it. If you get it early it would scale to about +25 by endgame with the +0.25, which isn't super high for +mult but you get it for free while maximizing income, which you want to do anyway most of the time.

7) don't like at all. Too situational, complicated, and only simplifies one of the interesting parts of the game instead of adding something.

8) seems ridiculously OP, a combined x and +mult that scales that fast?

9) is just a way more (and too) powerful Loyalty Card, hard pass.

10) doesn't seem very interesting, barely adds anything and holding on to a tarot card for bosses should be encouraged not discouraged.

If you want the dev to see your suggestions, put them on discord because he doesn't read much around here. If you want to add them yourself, there's like two and a half modloaders you could use if you learn how to make mods. Check awesome-balatro on github for a lot of information on those loaders and other mods.


ah hi goblin, thanks for you feedback :lunar2019piginablanket:

yeah most of them are suggested for extra variety, and its possible some values i thought of could do with a rethink, after playing the game some more, and maybe some more coffee :coffee_black:

thanks for the github links, those look really cool i didnt know there was so many mods and tools available in the community - i can only just about do more basic xml like with my rimworld mods, but at least i can try out some other modders joker mods to add to the game for more variety fun :)
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Date Posted: Dec 2, 2024 @ 6:29pm
Posts: 2