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by modeless 481 days ago
Balatro is the only game where my score has maxed out the value of a double precision floating point number. And this isn't some crazy speedrunning strategy, it's very achievable for normal players. It's strangely compelling to make numbers go up and Balatro harnesses that better than any game I've played.
2 comments

If you want the numbers to go even more up, the Talisman mod reworks everything to use BigInts for practically unlimited number go up potential. It's mainly intended to be paired with other mods like Cryptid which add obscenely overpowered cards, but Talisman can be used on its own if you just want to attempt the normally unwinnable ante 39 and beyond in vanilla.
Wow you can do that in a mod? Crazy. I wondered if localthunk would do this or if it was actually kind of nice for the game to have a "kill screen" ending like the old arcade games.
The game is entirely written in Lua (on top of Love2D) so it's pretty malleable.
There’s a very active modding scene: https://github.com/jie65535/awesome-balatro
> It's strangely compelling to make numbers go up and Balatro harnesses that better than any game I've played.

More than Universal Paperclips?

Unlike Universal Paperclips, I actually have a desire to play Balatro more than once.

It also requires more thought and strategy at every point rather than "wait for line to go up and click buy on anything available"

The biggest difference is that you can lose Balatro, and you can lose it very quickly either due to bad luck or bad strategy. In Universal Paperclips nothing matters, once you get the most basic automation both the game and you are proceeding towards the heat death of the universe and all you can do is accelerate it.

It's also a time boxed game - if you ignore the Civilization "one more turn" effect, any given game will be over within 20 minutes.

The "time boxing" is coming to be one of my favorite aspects of the roguelite genre. It's a nice structure for a combination of a deep and compelling game, that opens up at a reasonable speed, but also doesn't call for 80 hours to "finish" it. I like JRPGs but even so they quite often overstay their welcome. Death may wipe nearly all your progress but you can easily try again in another timebox.

(I played some of the classic Roguelikes, and spent a lot of time with Angband, but that was one of their problems... winning still took many hours, could easily be dozens, and so death became very scary. They were on to something, but the modern rebalancing of "hand it all out more quickly, and resolve the game in an hour or two and let them come back" seems a much more practical approach in a lot of ways.)

I never played Angband but got into the closely related Sil. Totally agree on your characterization (and a fan of your HN posts for well over a decade).
Makes me think of this neal fun game: https://neal.fun/stimulation-clicker/