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(2 edits)

I'm certainly missing something but what does the blue card looking cost mean at the top left of my combat cards? i understand the coin and time cost however im struggling to interpret what that cost could be. Regardless amazing work as always Impy and cant wait to see how you refine and expand on this one. 

I will say i miss the ability to change your choices in the assigning phase and the pause menu that had all the explanations for everything. If those would be able to come back it would help remind people like me who constantly forget what everything means and assist in committing it to memory.

I will try to clarify the blue card cost in a patch. Those are the "cards you've added to your deck this turn". To play a card with a cost like that you need to drag something back to your deck, or play a card that shuffles new cards into your deck. I'll also try to add more mouseover hints and tutorials, but I probably won't bring the big encyclopedia scroll back from the first game. The ability to change assignment choices is also something that I'll try to add soon.

(+1)

Thanks for the clarification (I cant believe i never tried that). I was also wondering if there will be (or already are) mechanics/criteria to differentiate the different rooms like in the first game. During my run I didn't feel any real difference between the rooms outside of the corkboard clues and the rooms inherent work type focuses and was wondering if this was a design choice or something that would be coming later.

I think there may be a bit of it later, but I wanted to standardize the interaction results somewhat to make them more intuitive. At the moment the special mechanics are tied purely to the events, such as slimes copying body parts from visitors, the genie lamp requiring rubbing to activate, or orcs rotating when the lever is pulled.