Exactly.
To me there are two specific things that gives it that stress reliever, jump in/out spirit of Solitaire :
- You know from the start you may not win every round.
- Things can instantly and dramatically turn one way or another.
I think both are perfectly captured in Balatro, and it manages to achieve it with a vastly more complex design.
And it manages to add more depth while keeping that formula with a large number of jokers that, depending on what you get at the start, will dictate a different type of playstyle.
Sure, you can develop some strategies over time (money), but you (usually) can't force the direction of a run (at least early on), you have to work with what you're given. It's truly a brillant design.
I think the term they use online is "CMX": First get CHIPs-boosting jokers, then get MULT, then get X Mult.
You also have to have good economy and take advantage of interest or some other money-generating card. It's very much a win-more game where you need to get the steamroller going. I don't think I've ever beaten the game without a good money generator, either a money-generating joker or interest.
Part of it is also just being OK with losing, if anything I think you deterministically lose more often in solitaire than in balatro.
I also see belatro similar to poker where you can take all the right actions, play to your outs, and still lose to bad variance. All you can do is your best.
Early game: Get a joker that gives you a big mult (e.g., Half Joker w/ +20 Mult for small hands). This will allow you to survive while you build out your points engine. (You can survive with flushes in the early game, but it can get harder to win with flush later, due to Bosses, unless you have flush friendly Jokers and a large hand size.)
Mid game: Generate $$$ so you can buy planets and tarot cards. Once you're happy with your jokers, you want to level up the hands that work well with those Jokers. Try easier hands like Two Pair or Pair or High Card. (Assuming you can generate enough cash to level up those hands.)
Tip: Blue Seals are helpful!
To Win: Look for jokers that get you increasingly higher +mult or xmult for things you'll do anyways. There are jokers that increase mult for using tarot cards, or jokers that increase xmult for adding new cards to your deck.
Tip: Steel cards are also awesome.
Tip: If you have an xmult joker, move it to the right side, as jokers trigger from left to right. You want to multiply after you add!
Disclaimer: I have not beaten ante 11 yet. I can get a couple million points with my strategy, but 7+ million is too difficult. I don't see an easy path to naneinf (not a typo). I guess I'll need to give up and watch some YouTube guides as some point.
I feel like I win about 50% or more of my games on regular white stake difficulty. I've won some red stakes, but I don't really feel a need to make the game much harder. I think if I played it safe I could win 75% or more of my games on white stake. The reason my win rate on base difficulty is lower is because I like to try weird strategies with different jokers.
The amazing thing about Balatro is.... there are many many different paths to a victory. Everyone has their own favorite joker, and it might all be different.
For a long time, I liked two pair hands the most. Now most of my games use pair or high card. I find it too difficult to get to ante 9+ with a 5-card strategy. (4-card flushes are OK.)
It took me a bit too, but now I'm up to 15 (it starts getting exponentially harder around 12). And finally started seeing "e"s in my scores (highest is 2.799e15)
At first, I used the deck taht would give doubles when you skipped a blind. I'd save those up until yuo can get a negative joker when skipped and would end up with like 12 jokers.
Now, I use the plasma deck for high scoring. It's weird since you focus on points instead of mult, but the scores get higher much quicker.
Another tip is to try and shape your deck as early as possible. Going for a deck of Kings and Queens is good because of the rare joker gives that 2x for them.
I've always found that bigger hands like Flush, Full House, Straight are easier to work with because they get more chips and mult whenever they level up. I've only used small hands if i've leveled them up a ton with "burnt joker"
I suppose it depends on how you use your discards. If you debuff discards and hand size, then it is harder to get big hands.
I had a run on nebula deck today where I made it to ante 6 just slamming saturns and straights over and over, no scoring jokers.
Eventually you need X mult to make it to ante 8, but I think you can usually get away with as little as 2X mult if you are hitting saturns.
Nailed it. A good rogue-like deck-builder should always have these qualities. My favorite for a few years now - Slay the Spire - lives by this.
It's like praising Coca-Cola for not tasting as sweet as Pepsi
I think you've missed something important: none of these elements in Balatro are monetized. The only way the developer makes more money is through players telling other players how fun the game is, which convinces them to buy it.
I wonder if we've collectively been trained to perceive addictiveness as fun. It's good that the developer isn't being directly monetizing eyeball-hours, but when users have grown to expect that specific dopamine hit that proves addictive, you end up having to include it anyway.
Monetization doesn't really affect addiction, which was the question at hand.
Key things Balatro does not have, that make it a poor example of the problem of addictive games:
1. Monetization. See above.
2. Anything timed. At all. No hourly, daily, weekly, or monthly anything. Nothing that tries to coerce you into reopening the app, aside from "I want to play Balatro now".
3. Lootbox cosmetics. All cosmetics are deterministic. All unlocks are part of gameplay. The collection tracker is dependent on obtaining items (mostly cards) at random, but is focused on the challenge aspect to diversify gameplay: rather than "can you get these cards" it asks "can you win with these cards".
Balatro does belong in a nuanced discussion of how we often conflate addictiveness and fun, and how that presents itself in media and games, but that's not because it's a particularly egregious example of weaponizing addiction.
Perhaps it was too overt?
I think there is a fine line here between the cynicist 'never indulge' and the consoomer/accelerationist 'do as you will'
My engagement with Balatro is not quite the same as localthunks. I go in phases where I play a lot and then put it down and walk away, and then weeks later I get back into it. But that also feels like it's in the spirit of what localthunk is talking about here. It's a comfort game. A pasttime rather than an addiction. Balatro is a stress reliever for me and I can jump in, play, and jump out and it's fine.
I wonder what our digital world would look like if more tools and platforms adopted an approach that was not clinging desperately for everything all the time all at once.