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12:28 AM
@MartinEnder How'd you know I'd like it? :D
I had a great interaction with a cabinet I'm not supposed to touch
 
 
7 hours later…
7:19 AM
How many cards can you expect to play if you take Sneko Eye?
https://tio.run/##hVTtjtowEPyfp1hFqhRzlONKpVZReYQ@AUKRL17APcdGtumVXnl2uv4gJAdVLSEl9s7s7HjC/uh3Ri/O5401HUiP1hujHMhub6yH1nTPUnMvjXbNq/S7xuJe8RY71B64g7YoBG6g47@allvhGjo98meFlZoCarTbIyxhweoCaCl6dsSLolIs7myMBQlSg@V6SyDUdDKFj0/hl1FhyQ24Q1epVS3XDL4tM/e1ICyL/mA1yKIYvM2TQqfxxVQ7rkXj5G8kIV/uCGzNQXtHG2@ne/Ku8AcYqkuwlVwTcl70yOBeALdVgn@myXqKIXzkHHHcsTNwXQSz943HtWt4WMLTyIRUl5zYSefN1vKuElnDqxR@R22/Zu3KkFrnmxc8JjHxXpy3Fe0wFmcLZzSaSFoUtwGRq8WKTtd3ylzL43yp4eMFlrp643kMCN3zXYbeV9qawk8qpv0cJzGj7HauYgNb91Zq38ueqR8H56vBbIxusayhDLaKZVmyd8iqnJQwgfAYmk2SfHZhikNEjj//pCjf5vXs0@b0oZyR8I4npsc86wSe5nOWB0sAlu4ovjQxs43z3Lt
Of course, "number of cards you can expect to play" is a pretty bad metric. If your entire deck is 0-cost cards, each card accomplishes less, so it's not that great. But if you entire deck is 2-3 cost cards, that's huge. I'm not sure of a way around this. For example, you could go for "effective energy spent", but clearly that isn't a useful metric because if you have a lot of 0-cost cards and card draw without sneko eye, you're getting way more use that isn't reflected in this metric.
But it's nice to compare against 1-cost cards
You're always most likely to play 1 card per energy (assuming you're playing every card you can)
Two interesting possible changes: Seeing how many you can expect to play over time with ice cream or runic pyramid (or both)
As your card draw goes up, you become significantly more likely to play more than 1-per-energy.
(5, 3) and (5, 4) are interesting data points, because those are the situations in which you'd fight sneko without getting the bonus 2 cards. In that case, you can see that confusion is basically a (minor) debuff. Add back in additional card draw, and it cancels out the negative, and becomes a buff again
Anyway, just something I've been contemplating. I think @NathanMerrill Might find it interesting
 
8:18 AM
@DJMcMayhem the dialogue in the game is amazing. :D
 
 
1 hour later…
9:41 AM
Jedi Fallen Order is what happens when you take the mechanics of dark souls, cut them from a brutally difficult fantasy setting and paste them into a jedi power fantasy
You can enable dark souls difficulty if you want but it's fun either way
The combat and movement is a lot more fluid than Dark Souls, you can wallrun, have a jump that doesn't suck, flip over enemies, use the force to slow them down, etc.
You can really tell this was made by Respawn, the movement might not be as fluid as in Titanfall but they still make some really creative platforming puzzles that make use of your ability to use the force to manipulate platforms
The world design is a semi-metroidvania where you have a bunch of worlds that have you opening paths to backtrack but they're not all interconnected, instead you fly between them with your ship, but there are places you can revisit later once you have no abilities. Despite that, I never felt lost, it always felt obvious which way I need to go to progress, and when that way was behind me the map would helpfully mark a previously red passageway as green.
If dark souls combat appeals to you, it's great, but I wouldn't really say that it scratches the metroidvania itch if that's what you're into
</review>
 

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