Lol this is hilarious. As the preserver of Blizzard Northās Diablo II (2000) and Lord of Destruction (2001), it brings me happiness to see the words āRoguelikeā in the game description. Good job! Are you thinking of bringing in item rarity levels into the deckbuilding (Common, Magic, Rare, Set, Unique), something like that? Allowing the person to try to ākeep finding a better, more rarer versionā of potentially the same card? It also reminds me of when I played Yu-Gi-Oh back when I was a kid and people would try not only to build the deck they wanted, but specifically wanted to have every card in the deck either be 1st edition, hollow, or both!
Yes definitely! The current breakdown is common, uncommon, rare, and legendary. The rarer cards are more powerful, but itās still important to be smart about synergies because powerful cards typically have tradeoffs.
For example thereās a legendary card that makes vegetarian meals worth a lot more, but discounts all meals containing meat by 100%. This can be super powerful, but whether or not itās a good idea on any given run depends on how youāve built your deck out.
This looks great! I especially love the animations and how the cards move around the scene. That shuffle is neat 
Thanks!! I used to perform magic so I really like cards, and am always disappointed that people donāt show the cards being shuffled haha. The animations are all created with a mix of my FSM library, my tween library, and my spring transform abstraction.
I love the spring transform in particular. It lets me just set the position orientation and scale I want an object to be at, but instead of changing instantaneously, itās pulled towards that state as if it was connected to it via a damped spring. You can set the spring to be underdamped, overdamped, or crticially damped depending on how fast you want it to converge/whether you want it to bounce.
Unlike the tweens, this works great even when the target position is changing over time.