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#Cartomantic Design Thoughts™ One thing we're actively lookin at rn is: What is the right level of challenge and silliness for an Arcana Trial? Had a fun chat with folks the other day about how it should make the player feel clever, be a little puzzle, but not so far as to break the strats.

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Like, there are certain things in games that I don't super love. Like cool yes let's do technical attacks and hit weaknesses. But then during boss fights, sometimes they just don't have those, to force the player to engage with the unique mechanic. Just trying to find a good balance~