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TL;DR Version

The strength of Absolver is that once you are past the first barrier of understanding the mechanics, understanding the meta requires a lot of intuition. It is possible that I am biased, but without any experience with fighting games, card games and so forth to speak of, I feel like Absolver becomes intuitive very quickly even for the uninitiated. You can explain it with words to others, for sure, but it's also a lot about feeling out your own preferences.What that also means, though, is that this game demands a lot of experimentation and self-reflection. I find the navigation of moves to be rather restrictive at this moment, though. >>>Change New Move Indicators - The meditation interface draws attention to new moves that you have learned. However, the new move indicator gets drowned out by special move indicators. Instead, consider a color-inversion to highlight new moves so you can find them more quickly. >>>Move/Equipment Filter - When I'm changing my combat deck, it's nice to be able to filter moves based on the information the game provides. In the spirit of the game, match "greater/lesser than" limits with known moves to create filters like "faster than haymaker" rather than "faster than this number". >>>Open Two Deck Slots From The Start - The spirit of the game demands experimentation. By locking a player to one combat deck, you run the risk of locking players into their first order optimal strategy rather than getting better. Providing two combat decks from the start allows for rapid A/B testing by beginning players to quickly get a grasp of game mechanics.In my next posts, >>>I will elaborate on these suggestions in greater depth and in the posts after that, >>>I will provide counter arguments to my own suggestions