In the case of Balatro it doesn’t take an absurdly lucky run to break the game. You can get a lot of chances to find what you want by getting good econ Jokers, purple seals (in fact, you can hit “critical mass” with purple seals, if you have a lot of them you’ll generate enough Death tarot cards that you can turn more and more of your deck into more of the same card with purple seal, so they grow exponentially after that point), and some scaling joker of your choosing to get you through the normal antes. After that point you’re just waiting on Perkeo to start doing the shenanigans that get you to naneinf. You can’t do all of that every run, but if you’re a better player than me, you might pull it off once ever 30 or so random runs.
Noita is another roguelike where you can get absurdly powerful very reliably if you know the game well. Every single run can become a wild god run in that game with even 1 tiny bit of slight luck (finding a black hole wand to break out of holy mountains, berserkium potion to kill the bridge boss, chainsaw and add mana early) or even with no luck at all (getting to the snowy depths you’ll always find wands that deal enough damage to kill the alchemist if you know the fight very well, and getting to the alchemist from the snowy depths is also guaranteed and risk free if you take the long route).
I love roguelike games with this sort of extreme knowledge check where massive nerds can do things that look impossible to a regular player.
The game has changed a lot over the last couple of years and I stopped playing it, but Rogue Adventure is a mobile deck building game like that. I found ways to play infinitely and ended up only giving up on a high score because I got tired of playing the same round. Also got to a point where the difficulty was so ridiculous that I would lose in one turn without the perfect cards.
I guess I was playing it during development or something because that game changed so damn much. It was a special interest that got stolen from me. I try to go back sometimes, but it never has the same feel.
In the case of Balatro it doesn’t take an absurdly lucky run to break the game. You can get a lot of chances to find what you want by getting good econ Jokers, purple seals (in fact, you can hit “critical mass” with purple seals, if you have a lot of them you’ll generate enough Death tarot cards that you can turn more and more of your deck into more of the same card with purple seal, so they grow exponentially after that point), and some scaling joker of your choosing to get you through the normal antes. After that point you’re just waiting on Perkeo to start doing the shenanigans that get you to naneinf. You can’t do all of that every run, but if you’re a better player than me, you might pull it off once ever 30 or so random runs.
Noita is another roguelike where you can get absurdly powerful very reliably if you know the game well. Every single run can become a wild god run in that game with even 1 tiny bit of slight luck (finding a black hole wand to break out of holy mountains, berserkium potion to kill the bridge boss, chainsaw and add mana early) or even with no luck at all (getting to the snowy depths you’ll always find wands that deal enough damage to kill the alchemist if you know the fight very well, and getting to the alchemist from the snowy depths is also guaranteed and risk free if you take the long route).
I love roguelike games with this sort of extreme knowledge check where massive nerds can do things that look impossible to a regular player.
Marx failed to consider a Sock and Bushkin + Triboulet combo.
The game has changed a lot over the last couple of years and I stopped playing it, but Rogue Adventure is a mobile deck building game like that. I found ways to play infinitely and ended up only giving up on a high score because I got tired of playing the same round. Also got to a point where the difficulty was so ridiculous that I would lose in one turn without the perfect cards.
I guess I was playing it during development or something because that game changed so damn much. It was a special interest that got stolen from me. I try to go back sometimes, but it never has the same feel.