Refining the Rules: Draw & Discard Systems


Balancing the rules has been pretty challenging. I had to cut and change some effects because they were either too strong or not well balanced.

For now, I’ve decided that the first level will always start with the three basic rules: IS, DRAW, and DISCARD. I’m also thinking of adding an option where, starting from the second level, you can use one rule for free. All other rules and upgrades would have to be bought in the shop after each level.

IS lets you transform cards into other cards. It sounds very powerful, but in testing it only really shines in specific situations.

DRAW gives the player extra draws or draw-related effects. It’s strong, but still limited by the total number of draws available.

DISCARD gives more discard options or lets you redraw the same cards. This can also be powerful, but it’s constrained by how many discards you have.

I’ve simplified things so you can now use normal cards and combine them with rules. This makes it much clearer how everything works in practice.

I also removed one of the bigger synergies I had planned: combining discard effects with deck manipulation and drawing from the top of the deck. It felt too hard to execute for the player and made the gameplay unnecessarily complicated.

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