Re. Wave Collapse, I feel like there is a conundrum. If you don’t invest in attack items because you are doing a status or shield flip type run, it is pretty hard to win without it because you are in rounds for so long because your attack is flat out bad with the defaults. Going without it on non-attack runs feels like a punishment for attempting any sort of ‘creativity.’ And part of the problem with that is many of the other healing items are pretty situational - if the healing situation were more balanced, wave collapse could be better regulated. And I’m not really sure how to approach that without a lot of tweaking and playtesting.
If you go gangbusters on attack items and shuffles, wave collapse lets you coast. I feel like the balance would be to reduce frequency/increase cost of wave collapse if too many attack items or increase frequency/decrease cost if you purchase more status items and are clearly going for something kind of “off brand.”
Ultimately I’d rather play a fun game than a perfectly balanced game, and wave collapse works in that direction. And the runs that I remember most fondly were probably my first or second run where it came together right away where I had poison and flip and could nab shields, and that one absolutely bonkers run where I think I somehow lootboxed a second deck duplicator (I really wish you could see what you bought at the end of a run because I wish I could verify what I did for that one - I was still learning the ropes.) and wound up with 46 energy.
But one way I would balance wave collapse is to make sure you can’t have more than one, even with deck duplicator.
But mostly, I think the biggest missing item right now is a healing item that gets more effective when you have fewer universes. That would truly make those low universe runs viable, playing close to the edge.
Its pair would be an item that heals if you lost a universe in the current round.