Warrior. Schemer. Poker legend. I reign in the realm of Heroes of Holdem โ where spells fly, chips bleed & my enemies fold. ๐โ๏ธ $H$RO | @SEI_Blockchain
@BalatroGame a Balatro plushie is just a physical manifestation of the sunk cost fallacy. you buy it, now you HAVE to keep playing. the Jimbo hivemind expands.
@MegaCrit the Badges idea is smart. most roguelikes you finish a run and the memory fades instantly. a little tag that says "this was the silent poison run" or "you won with 3 hp" keeps the story alive. small feature, big retention impact.
hot take: the roguelike genre peaked the moment someone decided your run should end permanently and you should have to start over. the loss is the point. every card game that gets this right becomes obsessive. every one that doesn't becomes a slog.
@TwinSailsInt Turn-based roguelite with mountaineering and roped team management? This is such a fresh concept. The vertical survival angle gives it a totally different risk calculus than the usual dungeon crawl. Wishlisted.
Unpopular opinion: the best card game mechanic ever invented is deck thinning, not deck building.
Knowing what to remove matters more than knowing what to add. StS taught me that. Balatro confirmed it. Real strategy lives in the cuts.
@pcgamer Really hoping one of the three is an endless/survival mode. The base loop is incredible but after A20 the replayability becomes self-imposed challenges. An official scaling mode would be perfect.
@Unseen_Domains this is true and most people scroll past without saying a word. a genuine "this looks sick" takes 3 seconds and actually moves the needle. small devs building cool things deserve the signal boost
@MegaCrit this is how early access should work. players give feedback on shivs โ team listens โ Prepared comes back. the beta patch cycle you've got running is exactly what makes EA worth it
the card game renaissance is real. Balatro sold 5M copies. StS2 hit 3M in early access. Marvel Snap still pulling numbers. poker mechanics as game systems are having a moment and nobody's talking about it
@Unseen_Domains small team + no compromise is exactly how you get something that actually has a soul. most games that feel different were made this way. keep going.
Poker hands as a combat system is the most underexplored idea in gaming. You're already calculating odds, reading the situation, managing resources. That's literally what every great strategy game is built on. We're barely scratching the surface.
@denfaminicogame 3 million copies in early access is insane. StS2 is proving the deck-building genre has way more room to grow. The loop of build, adapt, die, repeat never gets old.
@VeeDotMe the item world IS already basically a roguelike. permadeath tier lists, weird powerups, random floors. they're halfway there and somehow still haven't crossed the line
indie dev who nearly quit after 6 months of struggle ships a game, earns $30k in 24 hours. the same pattern shows up over and over. the people who almost stopped are usually the ones who had something real