My thoughts on the compost bin: scaling using discards IS more powerful than other scaling jokers like bus, because a) you get to build the mult before you play your hands and so you get to play higher mult hands, which is important in the beginning of the game for sure, and piggybacking off that b) it lets you build your economy in the early game quicker.
also the concept of compost scaling "slower" and ending at a lower mult total was because, instead of having limitations tied to its scaling (like bus, or red card), it rewards you for doing something that on average is very beneficial regardless (discarding a lot of cards). edit: you just said exactly what I commented, lol
Yeah, I think slow scaling makes sense without the cap, but with the cap, faster scaling makes better sense, even if the activation condition is so "free."
I think it would be very cool to have a joker unlock after the bin was destroyed, same way cavendish works. Maybe something like “the landfill” that could maintain the theme but also gain added + mult for destroying cards.
The more I think about the compost bin, the more it's growing on me. It really feels like a reverse popcorn, and at first it was weird to think about a scaling joker that discourages you from scaling it too much, but I think it falls into that category of jokers that you have to bail you out for a couple of rounds, but you know that it won't be able to carry you forever. I really like how balanced it is: It's 20+ mult you can use as long as you want but it changes how you play the game while you hold onto it.
I absolutely love a lecture about the intricacies of one of the game's many interwoven axes, especially Chips because I feel like it often gets downplayed or undersold because it's never the blue number that explodes into e29 infernos, but it is frequently the one to secretly win you the game. There's a creator who makes in depth videos about Slay the Spire named Jorbs who this style of content reminds me of, and believe me when I say this is very high praise. If you spent the whole 2 hours just talking about the evaluations of each joker or system, I'd watch the whole thing and stay after class.
Initially I wasn’t a big fan of balatro everyday because it is gold stake runs compared to wacky science but as of late I’ve been enjoying the content. Mods offer a breath of fresh air for more experienced players.
@@drspectredi simply find mods like cryptid boring. I’m a mobile player, but I think we need more simple mods like this. Changing too much or adding too many features just kind of results in losing sight of how simple Balatro is. Oh since I have you here, what do you think a blue card and a green card should do?
About compost bin: I think it requires a higher skill level that common insinuates. You have to build it up, then remember to not discard. And then it becomes a trap: You spend hands as discard, loosing money, which decreases the chance of getting out of it.
If you just ignore that you have it, then it grows a little bit each Round from you naturally Discarding and not playing any differently. It's just reverse Popcorn. Much easier to "get into" than Bus or Green Joker or Red Card. Obviously, the best value comes from halting your Discards, but you aren't /required/ to play it that way. You could just let it Perish like any Food Joker. And even when you do decide not to Discard anymore, that incentive already exists in the form of Banner, Delayed Gratification, and Green Joker. Maybe the Bin has a higher "skill ceiling" than those, but I don't think it takes a rocket scientist to get /some/ use out of it.
@drspectred That's a good point. My perspective was min-maxing, which is fun, but not the only way. And it's not the only common "trap", ramen is a similar example.
BTW, love these in-depth episodes. Granted, I may speed through some of it, but it deepens my appreciation of the game, knowing how much thought goes into seemingly banale details
Using it optimally does lock you out of a fundamental mechanic. But the power you get from it is easily gained, and has a low cap. I don't know how you'd balance it more given it's rarity. I could see an uncommon version having a cap of 10/12/etc times your number of discards, instead of just a flat cap. That way you're encouraged to find ways of gaining discards to further scale it.
"Or as degenerate as Cryptid" Actually, imagining you playing cryptid and instantly getting an exotic joker would be funny, but i imagine it wouldnt be fun for game balance reasons (Probably because some Cryptid jokers throw game balance out the door)
I had an idea for the recycling bin: What if you 'take out the trash' but since its recycled you get some money (5$?) back? I think that might be a nice smoothing out into the next option, though it might make the joker too complicated.
You almost always skip loyalty card and flower pot. I know not every joker has to be equal, but these two stood out to me. Wonder if they can be changed to be a bit more desirable.
I dislike flower pot. Its hard condition to satisfy as you have to play a flur card hand thats not a flush... only two pair, straights, full house, four of a kind or five of a kind can do this. Teo of these sre four cards so you have to have perfect distribution.. even with a lucky card it can be rough. Yeah you can make 6 tens and have two lucky the its consistent but thats a lot of work when you could just use The Trio.
Flower Pot is, in practice, "3x if Hand is 5 cards and contains a Wild card." Not literally this, but practically this. Flower Pot is underutilized in the current Gold Stake because 5-card Hands are discouraged by the -1 Discard Blue Stake. On top of that, Wild Cards are discouraged by four different Suit Debuff Bosses and some other Debuff Bosses, too. Otherwise, Flower Pot is actually pretty useful with Straights. Loyalty Card should probably be 5x, to give it a bigger edge over Acrobat, which also has limited use cases. The real "problem" with Loyalty Card, no matter what the number is, the scoring requirements each Round consistently go up. You can't really afford too much fluctuation in your scoring output.
@@drspectred Is it safe to say that the removal of the -1 discard is coming? It feels as the logical next step after the removal of the -1 hand size gold stake, which also made 5 card hands harder to play. Lovers does seem to be the tarot card that is ignored the most by yourself. What would be the downside to it affecting two cards instead? Makes flush houses too easy? And they do still get debuffed on a lot of bosses (6 debuffs for a lovers on a face card!) Suit changers affect three cards so why not have Lovers affect 2? That makes sense. Perhaps Loyalty Card simply doesn't "work" then? What if it was the other end of a Loyalty card? Every 8 rounds it gains a permanent x1 mult. Sort of like collecting stamps by keeping it in your Joker slot. I suppose now it becomes a different Madness as opposed to a different Acrobat. I dunno. I just don't like jokers that are definitely ignored in ante 1 and maybe even ante 2, and even beyond they are hardly ever taken. These two seem to be the biggest culprits.
I think I like Loyalty Card better at 5 Hands (with lower payout), making it a slightly funkier Acrobat under standard conditions and a slightly stronger Acrobat under synergistic conditions (+Hand Vouchers and Burglar). I was originally opposed to Wild cards being two per Lovers because it might encroach on the other Suit Changers. But the main drawback of Wild Cards is not that they get debuffed but that they can't be any other Enhancement, like Glass or Lucky or Steel or Gold. There's an opportunity cost there. So I think "two per" on Lovers wouldn't be too strong, given that cost.
Maybe one way of making it weaker could be the next time you find it it’s the second played hand, then third played hand, etc. maybe if you can manage to do it five times there’s some kind of easter egg version, keeping in mind that this will probably not happen in a vast majority of ante 8 runs.
Not sure if there is a mod that adds more rank-related jokers since we have something like Cloud Nine, 8-Ball, Wee Joker, Walkie Talkie and a few more I think. Maybe a lucky 7 joker which has a chance to make scoring sevens into lucky cards and another effect like a small chance to add seal/edition as well.
I always felt the design decision was on purpose where tarot enhancements remove debuffs. Imagine this... Youre on round 3 shop and you use express tarot on two cards. You have multiple of this same card and suit in the deck (due to cryptid, death etc). How are you supposed to know which card exactly was previously played in the ante prior to applying the tarot card onto it? This may or may not be the case, but I think people should respect Thunk's work more before making "improvement" changes.
Wellll, to be fair it was an unplanned interaction. But upon discovery, a conscious decision was made to leave it in. Because, ya know, it's a fun interaction; it makes you feel clever.
@@drspectred I'm glad it was kept in. Would be annoying to make a whole bunch of lucky cards and mult cards only to see they are debuffed on the boss because I've played them before. Sure it can add a unique strategy to have to "remember" which cards youve played before enhancing them in the shop, but afaik there's no way to tell if you have multiple of the same suit/rank. I hope this interaction stays this way.
A +4 consumable slot joker would be so broken. Imagine that with Overstock+, Tarot Tycoon and Crystal Ball- hold 7 bad tarot cards and you can guarantee tons of $ and any tarots you want in every shop.
Also for the Compost Bin, what about going up to +23 mult so it’s like getting the high end Misprint outcome? Like misprint, it could also kill you: whereas w/ Misprint you can roll a 0, with the Bin, you can lose if you are backed into a corner and forced to discard after being capped out
57:06 u could've discarded 2 cards there and keep compost right? also i guess you should've been copying gelato? (assuming you'd need mult to win). not sure
The thing the bothers me about purple joker is, as you say, its best when you win in one hand, but if you're already winning in one hand you probably want faster scaling than purple offers
Sometimes you get a powerful Joker "ahead of schedule." Like, you're already on Green Joker but you find Supernova. You can't not take it because you're not guaranteed to find a replacement later (usually xMult via Uncommon). But now you're scoring too much per Hand; both Green Joker and Supernova grow less each Round. Even though you're over-scoring in the short term, you're not necessarily guaranteed to keep up with the exponentially scaling Blind Sizes (about x1.4 per Round). Or a way more common occurrence, you get Blue Joker or Gelato in Ante 1 or 2, and now you can't grow your Bus at all. I feel this happens to me a decent amount but can't actually give you any stats on that. Anyway, maybe Purple Joker could fit in this context. I think Green Joker has an edge over Purple Joker, perhaps "most of the time," but I think Purple is "good enough" and also fills a niche which is otherwise unoccupied in the vanilla game. I think that's neat.
I think I sometimes hold onto my Square joker for too long before I stop bothering growing it and just try to use it as a +130 chips joker. I have a nasty habit of trying to play bigger hands like Full House because they are much higher scoring than pair and high card... without any levels on them. I think I should be leaning more on my planet cards than I am currently, but I think I don't do that because I spend too much money on booster packs praying for a Hermit or an Immolate instead of being responsible with my wallet if I don't see anything in the shop on ante 3. If I have enough scoring to win the next two rounds, maybe I should just win the next two rounds and then do some shopping.
What if Star Fruit was something like ”Played hand has 1 in 2 chance to gain 1 level. (5 hands remaining)" Same output as what you suggested, but all hands are counted instead of just the first hand. Whilst writing this I realise you could technically use all triggers in a single round and hunt it in the shop again next round, maybe not a good idea then
I think we want to make it more distinct from Space Joker. In a theoretical future vanilla balance patch, I think Space Joker upgrades to 1 in 3 chance. In that universe, we ask, what does the Common version of this effect look like? To which I think "only first Hand" makes sense as a critical drawback. But yeah, not being able to spam all the charges in one Round and then find a refill in the next Round is kind of a major consideration.
General idea for modded joker: What if there were a Joker that responded to non-scored cards played? "Spare Change" flavor maybe - gives you $1 for every x number of unscored cards played. Maybe it adds the unscored cards' rank to a running total and pays out every time you hit "100¢." Thoughts?
i generally hate modded content. mods always seem to have too much power and just makes it uninteresting to watch. I enjoy watching you play with this mod pack.
I've done entirely Jokerless runs, outside of the Challenge mode. Despite being strictly more difficult, this does not guarantee more interesting. You might like this: ua-cam.com/video/1q0LWgdWFQg/v-deo.html
Hey Prof, talking about starfruit, why not make the player work for it? you could always make it like acrobat, and keep the same ability, but just the perameter being that it has to be your final hand, making you trade money and potentially safety for it. It makes it feel more in tune to a fruit(you want to eat the whole thing, not just a few bites) and it makes it unique compared to space joker
"First played Hand" is a kind of work, even if it's not always a lot of work. Depends on what Hand you're trying to play, and it may conflict with other value generating Jokers, forcing you to choose.
@@drspectred that makes sense! I was thinking about alt ways to keep the power but make it feel standalone compared to space, while also keeping the early game power boost :3 ty for the reply!
I’m really enjoying the discussions around balance, just to be heard.
My thoughts on the compost bin: scaling using discards IS more powerful than other scaling jokers like bus, because a) you get to build the mult before you play your hands and so you get to play higher mult hands, which is important in the beginning of the game for sure, and piggybacking off that b) it lets you build your economy in the early game quicker.
I agree. Part of me wants it to be able to come as Eternal so it can't be destroyed.
love the new variaty with extra credits
oh hey compost!! it was (at the very start) my idea!! super happy to be a part of this
also the concept of compost scaling "slower" and ending at a lower mult total was because, instead of having limitations tied to its scaling (like bus, or red card), it rewards you for doing something that on average is very beneficial regardless (discarding a lot of cards).
edit: you just said exactly what I commented, lol
Yeah, I think slow scaling makes sense without the cap, but with the cap, faster scaling makes better sense, even if the activation condition is so "free."
@@drspectred yeah, in fact in my very first draft of the joker the max was supposed to be 30
I think it would be very cool to have a joker unlock after the bin was destroyed, same way cavendish works.
Maybe something like “the landfill” that could maintain the theme but also gain added + mult for destroying cards.
Love doc and his 22 minute intros
this one is peak
The more I think about the compost bin, the more it's growing on me. It really feels like a reverse popcorn, and at first it was weird to think about a scaling joker that discourages you from scaling it too much, but I think it falls into that category of jokers that you have to bail you out for a couple of rounds, but you know that it won't be able to carry you forever. I really like how balanced it is: It's 20+ mult you can use as long as you want but it changes how you play the game while you hold onto it.
This is a joker idea I had for ages but didn't think it would be good or balanced, great job on making it good
I absolutely love a lecture about the intricacies of one of the game's many interwoven axes, especially Chips because I feel like it often gets downplayed or undersold because it's never the blue number that explodes into e29 infernos, but it is frequently the one to secretly win you the game. There's a creator who makes in depth videos about Slay the Spire named Jorbs who this style of content reminds me of, and believe me when I say this is very high praise. If you spent the whole 2 hours just talking about the evaluations of each joker or system, I'd watch the whole thing and stay after class.
Jorbs hated Balatro lol
He made a whole powerpoint about it.
Chocolate chip joker when?
potato chip
9:18 hell yeah that was my idea lmao
easy dunk
@drspectred clearly you have great judgment
I just play the game, I don't analyze a lot. This channel is for me because I enjoy the yapping
I think this is objectively the right way to play, yeah. Vibes only
@drspectred I win every run because I always have fun, and that is the ultimate goal. Getting to ante 8 is just a side quest
Initially I wasn’t a big fan of balatro everyday because it is gold stake runs compared to wacky science but as of late I’ve been enjoying the content. Mods offer a breath of fresh air for more experienced players.
A lot of ways to play the game
balatro has the magic sauce. love this little mod too.
I like how simple these jokers are.
based
@@drspectredi simply find mods like cryptid boring. I’m a mobile player, but I think we need more simple mods like this. Changing too much or adding too many features just kind of results in losing sight of how simple Balatro is.
Oh since I have you here, what do you think a blue card and a green card should do?
About compost bin: I think it requires a higher skill level that common insinuates. You have to build it up, then remember to not discard.
And then it becomes a trap: You spend hands as discard, loosing money, which decreases the chance of getting out of it.
If you just ignore that you have it, then it grows a little bit each Round from you naturally Discarding and not playing any differently. It's just reverse Popcorn. Much easier to "get into" than Bus or Green Joker or Red Card.
Obviously, the best value comes from halting your Discards, but you aren't /required/ to play it that way. You could just let it Perish like any Food Joker. And even when you do decide not to Discard anymore, that incentive already exists in the form of Banner, Delayed Gratification, and Green Joker.
Maybe the Bin has a higher "skill ceiling" than those, but I don't think it takes a rocket scientist to get /some/ use out of it.
@drspectred That's a good point. My perspective was min-maxing, which is fun, but not the only way.
And it's not the only common "trap", ramen is a similar example.
BTW, love these in-depth episodes. Granted, I may speed through some of it, but it deepens my appreciation of the game, knowing how much thought goes into seemingly banale details
Using it optimally does lock you out of a fundamental mechanic. But the power you get from it is easily gained, and has a low cap. I don't know how you'd balance it more given it's rarity.
I could see an uncommon version having a cap of 10/12/etc times your number of discards, instead of just a flat cap. That way you're encouraged to find ways of gaining discards to further scale it.
"Or as degenerate as Cryptid"
Actually, imagining you playing cryptid and instantly getting an exotic joker would be funny, but i imagine it wouldnt be fun for game balance reasons (Probably because some Cryptid jokers throw game balance out the door)
Maybe if he played with the Very Fair Deck on Ascendant Stake...
46:03 The Wheel is 11 in 7 cards are drawn face down? It says the same in-round against the boss. 50:13
Star Fruit having 5 uses is clearly thematically better. :D
I had an idea for the recycling bin: What if you 'take out the trash' but since its recycled you get some money (5$?) back? I think that might be a nice smoothing out into the next option, though it might make the joker too complicated.
When you can't afford trading card, you know you're cooked
You almost always skip loyalty card and flower pot. I know not every joker has to be equal, but these two stood out to me. Wonder if they can be changed to be a bit more desirable.
I dislike flower pot. Its hard condition to satisfy as you have to play a flur card hand thats not a flush... only two pair, straights, full house, four of a kind or five of a kind can do this. Teo of these sre four cards so you have to have perfect distribution.. even with a lucky card it can be rough. Yeah you can make 6 tens and have two lucky the its consistent but thats a lot of work when you could just use The Trio.
Flower Pot is, in practice, "3x if Hand is 5 cards and contains a Wild card." Not literally this, but practically this.
Flower Pot is underutilized in the current Gold Stake because 5-card Hands are discouraged by the -1 Discard Blue Stake. On top of that, Wild Cards are discouraged by four different Suit Debuff Bosses and some other Debuff Bosses, too.
Otherwise, Flower Pot is actually pretty useful with Straights. Loyalty Card should probably be 5x, to give it a bigger edge over Acrobat, which also has limited use cases. The real "problem" with Loyalty Card, no matter what the number is, the scoring requirements each Round consistently go up. You can't really afford too much fluctuation in your scoring output.
@@drspectred Is it safe to say that the removal of the -1 discard is coming? It feels as the logical next step after the removal of the -1 hand size gold stake, which also made 5 card hands harder to play.
Lovers does seem to be the tarot card that is ignored the most by yourself. What would be the downside to it affecting two cards instead? Makes flush houses too easy? And they do still get debuffed on a lot of bosses (6 debuffs for a lovers on a face card!) Suit changers affect three cards so why not have Lovers affect 2?
That makes sense. Perhaps Loyalty Card simply doesn't "work" then? What if it was the other end of a Loyalty card? Every 8 rounds it gains a permanent x1 mult. Sort of like collecting stamps by keeping it in your Joker slot. I suppose now it becomes a different Madness as opposed to a different Acrobat. I dunno.
I just don't like jokers that are definitely ignored in ante 1 and maybe even ante 2, and even beyond they are hardly ever taken. These two seem to be the biggest culprits.
I think I like Loyalty Card better at 5 Hands (with lower payout), making it a slightly funkier Acrobat under standard conditions and a slightly stronger Acrobat under synergistic conditions (+Hand Vouchers and Burglar).
I was originally opposed to Wild cards being two per Lovers because it might encroach on the other Suit Changers. But the main drawback of Wild Cards is not that they get debuffed but that they can't be any other Enhancement, like Glass or Lucky or Steel or Gold. There's an opportunity cost there. So I think "two per" on Lovers wouldn't be too strong, given that cost.
What if Star fruit just doesn't show up again after it's eaten? Rather than changing it to 1 in 2
Yea, or like banana there’s another joker unlocked by consuming star fruit? Not sure what it’s do, but maybe make it slightly weaker?
Maybe one way of making it weaker could be the next time you find it it’s the second played hand, then third played hand, etc. maybe if you can manage to do it five times there’s some kind of easter egg version, keeping in mind that this will probably not happen in a vast majority of ante 8 runs.
20:18 I've been trying to tell my hr department this for decades and they still keep writing me up
Not sure if there is a mod that adds more rank-related jokers since we have something like Cloud Nine, 8-Ball, Wee Joker, Walkie Talkie and a few more I think.
Maybe a lucky 7 joker which has a chance to make scoring sevens into lucky cards and another effect like a small chance to add seal/edition as well.
I always felt the design decision was on purpose where tarot enhancements remove debuffs. Imagine this... Youre on round 3 shop and you use express tarot on two cards. You have multiple of this same card and suit in the deck (due to cryptid, death etc). How are you supposed to know which card exactly was previously played in the ante prior to applying the tarot card onto it? This may or may not be the case, but I think people should respect Thunk's work more before making "improvement" changes.
Wellll, to be fair it was an unplanned interaction. But upon discovery, a conscious decision was made to leave it in. Because, ya know, it's a fun interaction; it makes you feel clever.
@@drspectred I'm glad it was kept in. Would be annoying to make a whole bunch of lucky cards and mult cards only to see they are debuffed on the boss because I've played them before. Sure it can add a unique strategy to have to "remember" which cards youve played before enhancing them in the shop, but afaik there's no way to tell if you have multiple of the same suit/rank. I hope this interaction stays this way.
Compost idea: can it be a two-stage joker like Michel-Cavendish? If you discard past the threshold it makes some other joker available.
A +4 consumable slot joker would be so broken. Imagine that with Overstock+, Tarot Tycoon and Crystal Ball- hold 7 bad tarot cards and you can guarantee tons of $ and any tarots you want in every shop.
Also for the Compost Bin, what about going up to +23 mult so it’s like getting the high end Misprint outcome? Like misprint, it could also kill you: whereas w/ Misprint you can roll a 0, with the Bin, you can lose if you are backed into a corner and forced to discard after being capped out
The intro sounds a lot like insider trading 😂
57:06 u could've discarded 2 cards there and keep compost right? also i guess you should've been copying gelato? (assuming you'd need mult to win). not sure
gelato was decaying anyways so probably not the thing to copy
The thing the bothers me about purple joker is, as you say, its best when you win in one hand, but if you're already winning in one hand you probably want faster scaling than purple offers
Yeah i dislike purple, its too "win more"
Sometimes you get a powerful Joker "ahead of schedule." Like, you're already on Green Joker but you find Supernova. You can't not take it because you're not guaranteed to find a replacement later (usually xMult via Uncommon).
But now you're scoring too much per Hand; both Green Joker and Supernova grow less each Round. Even though you're over-scoring in the short term, you're not necessarily guaranteed to keep up with the exponentially scaling Blind Sizes (about x1.4 per Round).
Or a way more common occurrence, you get Blue Joker or Gelato in Ante 1 or 2, and now you can't grow your Bus at all.
I feel this happens to me a decent amount but can't actually give you any stats on that. Anyway, maybe Purple Joker could fit in this context.
I think Green Joker has an edge over Purple Joker, perhaps "most of the time," but I think Purple is "good enough" and also fills a niche which is otherwise unoccupied in the vanilla game. I think that's neat.
I think I sometimes hold onto my Square joker for too long before I stop bothering growing it and just try to use it as a +130 chips joker. I have a nasty habit of trying to play bigger hands like Full House because they are much higher scoring than pair and high card... without any levels on them. I think I should be leaning more on my planet cards than I am currently, but I think I don't do that because I spend too much money on booster packs praying for a Hermit or an Immolate instead of being responsible with my wallet if I don't see anything in the shop on ante 3. If I have enough scoring to win the next two rounds, maybe I should just win the next two rounds and then do some shopping.
What if Star Fruit was something like
”Played hand has 1 in 2 chance to gain 1 level. (5 hands remaining)"
Same output as what you suggested, but all hands are counted instead of just the first hand.
Whilst writing this I realise you could technically use all triggers in a single round and hunt it in the shop again next round, maybe not a good idea then
I think we want to make it more distinct from Space Joker. In a theoretical future vanilla balance patch, I think Space Joker upgrades to 1 in 3 chance. In that universe, we ask, what does the Common version of this effect look like? To which I think "only first Hand" makes sense as a critical drawback.
But yeah, not being able to spam all the charges in one Round and then find a refill in the next Round is kind of a major consideration.
@drspectred would it really shock you if I said I forgot about Space Joker?
In the first run, you got 3 of the toughest bosses back to back to back starting ante 2
Nah, just skill issue. Try better next time.
My only problem with mods is that they are inaccessible on the IOS version of the game. Which is the main one for me
General idea for modded joker: What if there were a Joker that responded to non-scored cards played?
"Spare Change" flavor maybe - gives you $1 for every x number of unscored cards played.
Maybe it adds the unscored cards' rank to a running total and pays out every time you hit "100¢."
Thoughts?
You know, if compost didn't destroy itself, it'd basically just be a common version of Yorrick. Idk if that was intentional though lmao.
What we really need to know about Purple joker is: Does it turn green when negative?
For the Balatro U discord access - can you just donate to Ko-Fi to get it? I have some ideas for mod jokers if the team is interested
Yeah! Any one-time contribution.
i generally hate modded content. mods always seem to have too much power and just makes it uninteresting to watch. I enjoy watching you play with this mod pack.
Big agree. This one's been hitting just right tho.
Could you do a challenge,
Final Judgement;
judgement drawn jokers are your only way for getting and using jokers.
I've done entirely Jokerless runs, outside of the Challenge mode. Despite being strictly more difficult, this does not guarantee more interesting. You might like this: ua-cam.com/video/1q0LWgdWFQg/v-deo.html
Hey Prof, talking about starfruit, why not make the player work for it? you could always make it like acrobat, and keep the same ability, but just the perameter being that it has to be your final hand, making you trade money and potentially safety for it. It makes it feel more in tune to a fruit(you want to eat the whole thing, not just a few bites) and it makes it unique compared to space joker
"First played Hand" is a kind of work, even if it's not always a lot of work. Depends on what Hand you're trying to play, and it may conflict with other value generating Jokers, forcing you to choose.
@@drspectred that makes sense! I was thinking about alt ways to keep the power but make it feel standalone compared to space, while also keeping the early game power boost :3 ty for the reply!
He do be yapping tho
It's gotta be a record. Check the tape
forget balatro we need a yap stream
that's every stream!