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Thank you for playing (and doubly so for revisiting after I fixed the game breaking bug) and for detailing all of these out! I have captured almost all of these as todo tasks, but I do have a question on #7:

It feels a little bad to get an add modifier event without having a modifier on hand.  It's not necessarily bad, but does feel that way a little.

My hope/intent with this was to encourage people to plan their route on the node map based on the cards they receive, which is why the reward types show on the map. I know the reward legend was not yet implemented in the version you played, but did that come through at all? I think I need to revisit the node map overall and make more branching paths, because in its current state even if you know what you need/want, you can easily get stuck on a route which has nothing beneficial for you. 

The enemies display their next move before the turn is fully resolved which feels somewhat odd / confusing

I revisited this section where you mentioned this and I definitely see the general issue. Absolutely everything happens at once, and its really hard to follow the action and to focus on what is actually important. Currently when  you end your turn:

  1. You draw your next hand,
  2. Enemies animate their actions
  3. Enemies next intent pops up
  4. Then to further complicate things, the mice intent update as cards move to the scraps pile which causes even more confusion. 

I'm trying to figure out a way to make things clearer. I want to try moving the next intent pop up to the very end, after ALL enemies have moved. That way the flow is easier to follow. I am also going to change how the mice work, which should ease how frequently their intent updates. I am open to suggestions if you had any other particular ideas, but hopefully this will be a step in the right direction.

Thank you again for the review and write up!

(+1)

yup for #7, I think the reward legend would ease some of that friction.  I recall we talked about it a little on stream, I just wanted to make sure it was noted here.

for #10 I can see how serializing the events would take a longer time, but I think the slightly longer wait would be worth the clarity of what goes on (the player gets an animation speed slider anyways).  Resolve all the enemy events, then show new intents, then draw the hand.  I don' t think the mouse updating it's intent immediately is so bad, I'm just really bad at reading an enemy's initial buffs.