Maudlin Clown Companion

Edit: After playing the game for about a week or two up to gold stake difficulty and unlocking all the cards and vouchers, I have decided it's mediocre and underwhelming. Most of the problem is found in a lack of options in the shop. The demo had us go to ante 5 with 2 options and this worked. The full release has us go to ante 10 with still only 2 options. It feels in retrospect outclassed even by it's biggest inspiration luck be a landlord. It also only has 1 song which gets extremely repetitive. Uncomfortably top close to the appeal of casino flow states in that sense. On top of this the alternative decks force play styles like flush builds or going for chips, unlike the first 2 decks, this makes most of the game a novelty. Longer thoughts from earlier on below but can't in good conscious reccomend this.


I've won 8 different times now over the course of about 25 hours with a few different starter decks. For a roguelite thats not too often but that on its own is not a knock. People will play Nethack for 100 hours without a single win. It's about what you do in a game that matters. The decision making and that overall goal. In a game like Astrea or Nethack these goals are discreet yet ambitious, killing a big heart after going through complicated dice or ascending after dealing with a litany of confusing combat engagements.

Balatro is about taking a 52 card poker deck and using the hands you're given to make points off a sheet to eventually win. When you do win the celebration is mild and unsatifying and it asks you if you want to play endless mode immediately. In one of the early dev builds there was a simple story where the joker that sets the game up and jeers you in the meantime, setting up some fairly simple motivational stakes to beat the asshole joker. That was removed from the finished build, leaving no core motivation to play besides winning for its own sake.

The game is a simple maths strategy game, after you beat a round you are entered into a shop with an option to choose between 2 different cards to buy in the shop and a few 'booster packs' below. All the sounds are satisfying but this is where the game runs into its main issue. The main cards, the jokers, only have 2 options to buy between and especially as you unlock more of the pool that pool becomes flooded with useless stuff. Tarot cards you cant use, planet cards that dont help, jokers with no multipliers, etc. This leads to the fundamental problem of the game: None of the runs feel special unless you have really curated your deck somehow or you have 'won' that particular round. You're just walking into a shop hoping it feeds you what you want (usually early on its mult jokers). If you can get out of the early game then you have plenty of time to decide in the midgame but often, you wont. I've often lost before the end of the first 'boss blind' or in other words the third 'fight'. You only have 2 options, buy from shop or skip a blind. Even if you skip a blind you have to play the next round which expects more points so it isnt usually reccomended. So the meta usually ends up being playing rounds and hoping the shop has useful things. There's a 5$ reroll button but usually it only makes sense to use that when you're desperate. Leaving you with only making a few choices until the mid to end game.

So eventually the game turns into an issue of restarting for a good opener, whether or not you restart you play the opener through. Because the combat engagements are so abstracted there's no feeling like in an ascii roguelike that an early failure is amusing in its own right. You don't fall off a horse and instantly die, or get consumed by a random slime because you forgot to equip your weapon, you just lose to a poker table screen. In my view the input variance was just made too high with a lack of stakes and a fairly simple opening meta to follow (play the first three rounds clean unless you see a multiplier joker).

Finally, the metaprogression unlocks just end up sullying the shop pool, so the game on a base level gets more difficult to play than you started only as a result of input varience increasing. In a world where games like Astrea, Wildfrost, Desktop Dungeons, Griftlands, and Cobalt Core exists, Balatro ends up feeling too simple and yet too high varience to be reccomendable. It's a time sink roguelite, something to toy around with in the background in hopes of a next win. The early game is very satisfying to play but as the shop pool clogs up and the hedonic treadmill hits in you can't help but think you should probably be doing something else. This focus on refining difficulty to this point along with high varience reminds me of how Binding of Isaac played out. At first it was narratively focused, a story of a traumatized kid running through the basement in tears, playing pretend. Eventually that game was turned into an RNG fiesta and made so difficult and took away most of the scaling options through variance that even for most players the ability to win became way too difficult. I feel like Balatro is learning the wrong lessons from late Isaac in this sense. Not every player needs a perfect narrative to anchor their play experience, but the difficulty spike with a lack of early game options just turns the whole game into a grinding treadmill. Mind you this is a criticism coming from somebody who has some of the rarest achievements in the game at the moment, including finding a legendary Joker, so I have actually played the game I'm not just trying to be difficult for no reason.

It's a shame because I was looking forward to balatro but I think while it will be a flash in the pan for a while it won't ultimately stand up to the test of time. Unlike something like Vampire Survivors its not egregious, because runs arent strictly stuck to a time limit you have to sit through, nor is it an eye sore, nor is it entirely without decision making. Yet, the difficulty being as high as it is, without any narrative amusement for failed runs, means that it becomes mind numbing repetition to play. You end up playing just to win to unlock the next meta progression unlock (which can all be unlocked from the menu anyway if you don't care about achievements thus nullifying any goal other than 'win'). The appeal of the game only lasts for the first dozen unlocks and first win and becomes more or less busywork after that point. I will probably get 100% but I'll remember my experiences with it in a year far less fondly than Colbalt Core and I think on some level a game you can feel happy reminiscing about matters a lot more.

Reviewed on Feb 25, 2024


2 Comments


2 months ago

It's possible I'm being a little short and unfair here. Most of the issues are very specific, the midgame metaprogression is a slog and there's not that much control over input randomness. In fact most of the vouchers you can buy make it worse. I would bet that the Challenge runs are very fun and you can actually unlock the full collection of cards from the menu if you dont care about achievements. It's not often a roguelite will let you activate 'sandbox mode' like that.

I think if there was a Whale bonus at the start like in Slay the Spire or Astrea, or an emergency lifeline like is tried in the currently little known Lonestar, it would add a lot to the current restrictions of the play experience. The base game is perfectly fun and fine its just that it turns into a grind after the 3rd win or so especially on ascension mode. The challenge runs seem enormously entertaining but I hate that you can only choose each one sequentially and have to beat it to play the next one. Even Isaac (the challenge runs were the best for that game to) let you choose between three that were open to unlock the next letting you hop from run to run. This is only true if you dont unlock everything from the profile menu. If you do that you can choose to do the challenges in any order.

My recommendation would be to go ahead and (if you dont care about achievement braggadocio) unlock the collection from the menu, try and win 3 or 4 runs, and then just do any challenge runs that seem fun to you.

1 month ago

Update: The challenge runs unlock up to 5 if you do the main campaign and then you can choose between any 5, which mostly nullifies my earlier complaint. I still think the later ascention modes of the game are more strictly RNG based than something like Slay the Spire for the reasons I mentioned in my post, but I have warmed up on the overall package at this point. It's very easy to play while listening to music, and there's still enough decision making it keep you from completely fazing out. The dev of the game answers to the inspirations for the game in their discord "A couple years ago I was inspired by SNKRX and Luck be a Landlord to create a roguelike from a tried-and-true real life mechanic I know people already love - picking cards from your hand and playing them." And yeah, this is most akin to Luck be a Landlord in that runs will eventually peter out and narrative comes secondary to rigid systems analysis from the player while also not really having enough to move the needle. That being said I've warmed up on it immensely now and think its a great game to play while listening to music or anecdotes from your favourite streamer. It's a fidget game to a certain extent and that's totally fine!