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But you can have multiple super items though.
Add consistent methods to access Super Items; nerf Super Items that are head-and-shoulders better than their peers.
As it stands, Super Items now tend to just show up in 1 of 3 of my games, and I swear that half the time when they do, it's something that I drop because it doesn't even synergize with my build. No, I don't want Super Limiter taking up a slot on my crit build.
Having Super Items be consistently accessible - and limiting the player to having one (or maybe 2 if you pass up a Super Collab? idk about that one though) - blows the door wide open on the breadth of character builds you can go for. And with minimal implementation. Like...a Special Spam build with Super Idol Costume and a Special Spam build with Super Beetle (whenever it's implemented) would be two entirely different builds.
I'm not a big fan of this one, though, because it heavily encourages players to waste *a lot* of anvils trying to roll for supers. And alternatively, there's a non-zero chance to turn all your items super in one run and completely break the game on RNG alone.
But that would require either a Skip option on the Level up choices or a player to funnel all their upgrades into their Subs, while also dropping any Items they get from Holozon crates
I don't know that the "balance" has to be that deep. Ok so one super item is better than the rest, if you want to take that one every single time, that sounds like a you problem?
My solution would be either a super collab style item, or an expensive one time use super item ticket from the shop as a gold sink that boosts your chance for one run or somesuch, or, just a sandbox mode, that doesn't count for anything but fun.
Balance factors into fun, but balance isn't the primary concern.
It's not "fun" getting one super item every three runs and throwing it out because it does nothing for your build.
False equivalence. You can't control *when* you get every sticker, but you will see all of them throughout the run.
And honestly, I wouldn't mind if those were controlled, too. As it stands, they're kind of an annoying extra pause on top of the level ups and the anvils and the boxes, and even when I ignore them, the arrows just clog up my screen. Or at least didn't have this entirely independent system from other mechanics.
As for more controlled elements making each game feel more boring, Team Fortress 2 and Deep Rock Galactic and Warhammer 40k Darktide would like a word.
There's already plenty of randomness in the level up system alone. When you get a good super, it almost feels like you've cheated the run with RNG. When you get a bad super, it feels bad because you know it won't do anything for your build and you're better off tossing it. Right now, the best runs are when I forget they exist at all, and that feels like a waste.