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Balancing the CPU players has been a big challenge, especially since the process has exposed a lot of balance issues in the game itself! I think we're really close to getting it dialed in, though - versus matches are feeling really fun and dynamic with the tweaks we've made.

One thing we struggled with was that garbage attacks in Petal 2 let you get a lot more momentum than they did in the first game, so matches often decided by who was able to land a big attack first. It was easy to snowball into victory and very difficult for the defending player to recover from.

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We tried lots of solutions! The first was just to reduce the amount of garbage sent, but making a big chain to land a small attack was no fun. We tried various comeback mechanics associated with clearing garbage, but they were always so strong that getting attacked was a good thing!

What we've got going right now, which I'm pretty confident in as the solution, is that we now factor in the amount of garbage an opponent is already dealing with when calculating how much garbage to send. You can still land the big attacks from the first game, but follow-ups are weaker.

Landing a big hit is satisfying and effective, and taking a big hit is scary, but the player in disadvantage has a much better chance of clawing back out. We're seeing some dramatic turnarounds in testing - I can't wait to see the high level players go at it!