It’s pretty fun to play a few times until you beat level 25, but the game would be so much better if you could modify the dice in some way. Every single skull has a conditional to meet, and right now the game is built around manipulating the dice to activate as many as possible, but it would be far more interesting to be able to manipulate the odds outside of battle to strategically help activate certain conditionals and avoid certain rolls. Perhaps whenever you win a battle/skip a skull (would have to be implemented), you could gain currency, then spend it at some kind of shop to change the numbers on dice/fully replace dice with new custom dice. I just don’t understand how we took Balatro, then completely removed the tarot card system, remaining card system, and purchasing card system that helped make gameplay so interesting and simply replaced them with more discards/rerolls. If different dice had different odds to roll certain numbers, gameplay would involve so many more decisions, both in and out of combat. The lack of customization in that regard completely shocked me, as it’s such an obvious staple of the genre, and for good reason. As aside, I must say that hand leveling is handled really weirdly. Why do they all scale equally by +5 chips and +1 mult? In terms of a percentage increase, that’s way more impactful for the “weaker” hands, and since skulls are basically all your points anyways, you’re incentivized to go for “weaker” hands to activate more skulls. Hands should scale proportionately to their base values.