Also having the four suits each having a different multiplier might be fun?
Yeah, setups where (for instance) Clubs are worth 2x, Hearts and Diamonds are worth 1x, and Spades are worth 1/2x would (I expect) accelerate the effect. The example in Planecrash talks about multipliers like 1.3 or 1.1 where the evaluation is closer, which I turned to an integer multiplier to make the math doable in an average person’s head.
I have a more complicated and playtested version of Jellychip I mean to publish in a few days :)
Yeah, setups where (for instance) Clubs are worth 2x, Hearts and Diamonds are worth 1x, and Spades are worth 1/2x would (I expect) accelerate the effect. The example in Planecrash talks about multipliers like 1.3 or 1.1 where the evaluation is closer, which I turned to an integer multiplier to make the math doable in an average person’s head.
I have a more complicated and playtested version of Jellychip I mean to publish in a few days :)
Maybe having exact evaluations not being trivial is not entirely a bug, but might make the game more interesting (though maybe more annoying)?