Ah yeah, I see the tooltip for that card is not very helpful, I should improve that 🤭
Bascially it does what you would expect: it prevents your opponent from using her mouth. In other words, it prevents her from using some of her cards.
Yeah I limited it to avoid players being able to spam a few good cards together with "reset boredom".
But I understand, that it feels frustrating to (by chance) only get new "crappy"/non-useful cards. I'm thinking I might adapt the picking algorithm from pure random to slightly adjusted probabilities (so that the more copies of a card you already have, the less likely it is, that another copy will be in the list, meaning players will get more new cards on average). That would benefit players on all difficulties.
Thanks the second time for your detailled analysis and suggestions!
I really like both of your suggestions, and I'll likely add both of them in the next few weeks.
I'll have to think about how to implement only allowing "useful" cards - the card limit is not hard coded to two cards, but depends on the difficulty (hard=2, normal=3 easy=5), but I guess I can find some sort of algorithm which does not punish the player on easier modes by giving them more useless cards than on hard mode.
(I had considered adding a shop level or something like that, to allow the player to sell useless cards and buy good ones, but in the end I decided that would make things too complex 😅)
Wow thanks, you really looked at it deeply and took time to think about the mechanics 👍
Totally agree the flow is a bit rough. I like your idea of a "grope" card to make the beginning phase more engaging. I hope I'll manage to add that and upload it today.
In general, I think the game would benefit from having more focus on the deck building, e.g. by allowing the player to choose at least parts of the starting deck (and maybe allow some fine tuning between rounds) instead of making it fixed. But I'll have to see when/if I get around to that.