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The thing is, when you become quite familiar with what the game has, it's all much easier than it seems. I really like the Full Health For All because of this.
If anything is the issue, it's the item itself you're cloning. Giantizer has exceptional value for any character, steamroll the floor for a return on it's cost. etc.
Honestly, I probably don't actually need 95% of the stuff I clone. Outside of the earliest levels, the main benefit of the cloning machine for me is that it neutralizes my tendency to horde powerful items well beyond their useful periods.
Without cloning, if I find a Rage Potion, I'll be tempted to horde it, because if I use it now then I won't have it for a future situation where it would be more useful. When I get a second potion, then I'll use the first. With cloning, I clone several Rage Potions and use them, because I know I can always get more as long as I keep one in my inventory (and have money.)
But what does that ultimately mean? It means I finish the game with 15 unused Rage Potions. Yes, Rage Potions are powerful when used intelligently, but you don't really need them, and it seems like you get fewer beneficial spots to use them later in the game. And after doing a few Rage Potion focused runs, I often don't even bother to use them more than a handful of times in a run. Not much more often than you'd feasibly be able to acquire without cloning.
The same goes for other cloning targets. I cloned a bunch of Resurrection Shampoos one time, and never died once that game. I cloned and bought a bunch of Time Bombs one game, and used I think one before I died.
A couple of times I tried cloning a lot of First Aid Kits, only to find that it wasn't worth it. Cloning First Aid Kits takes a lot of money, and you end up permanently devoting one of your limited inventory spots of an item that you will honestly rarely use. You still have to carry cheap heals for when you don't need to heal 40hp at a time, and it was ultimately more effective to just stock those cheap heals and forgo stockpiling First Aid Kits.
Cloning is already more expensive than buying an object, and you can generally find a wide variety of useful objects in a level. As for the last levels being easier, I think that is more due to building an effective kit by that point than by cloning.
As for preventing you from using less effective options, I don't know that not having a cloning machine would make me more likely to use them. I'll generally just fall back onto easier brute force tactics (hitting someone with a baseball bat.)
The problem from a development perspective that I have with the clone machine is that it makes it difficult to balance item power based on rarity when you can duplicate items on each floor. There are tons of roguelikes that use item rarity to make getting a certain item feel really special and exciting, but in Streets of Rogue you know you're gonna get a rage potion or gigantizer or invincible item early on at some point, and things like bananas and hamburgers are already common items. You just keep pushing the value to exceed the original balance design for your character build (I.e. Gorilla and mini fridge in the case of bananas).
Furthermore, I'd like to stress that I recognize that many of us veteran players don't need the clone machine. We can beat the game with a baseball bat and a stat of 1 in every stat. But that doesn't mean the clone machine isn't providing a much easier path through the game than is probably intended (imo). Just because we don't need the clone machine to beat the game doesn't invalidate the power of a machine that allows you to eliminate RNG entirely and have any item you desire by the last few levels.
Also with me having 300+ hrs I agree
The easy answer is don't balance by Rarity, then. Otherwise, prices could be adjusted. Rage Potion and Giantizer are Drug Dealer items, as is Cyanide. I only take issue with Giantizer since you don't need a delivery system for it to be useful. The rarest good item is probably Invincibility Syringe, since it's not actually a rare item, but a variant of an uncommon item. Once you know which variant it is, then it's exploitable for cheap, and selling it is not worth. That sounds like an item design flaw.
So then, consider the game without a cloning machine. As a Gorilla, would there be any value for the Sell-O-Matic or money in general? Would newer players find the game too hard, just reeeeing at these bad quest rewards until they have enough nuggs for better unlocks? The game allows and encourages hoarding till the last few levels where difficulty really appears. Maybe inventory is too lenient, maybe the end to forgiving, or the beginning too full of loot. Works well for Zombie at least.