Demo Update [v0.6.0]

Dear Citizens, After gathering your feedback in the past week, we decided to tackle a few instances that we didn't intend or even expect to see in the game, such as winning by stripping the deck down to one card! We made just a few targeted changes that will make that "impossible", as well as making the whole deckbuilding experience more enjoyable through changes to the "Card Removal" system. The game experience should feel more creative and just a bit more challenging! [h1]System Changes[/h1] More clarity, more challenge, more deckbuilding, less deckbreaking! [list] [*] Added animations to properly display how the Draw/Shuffle system works. If you end up with two Queens in the same Draw, you'll figure out it's not a bug! [*] Card Removal price will vary depending on how many cards you have left in the deck. This will strongly discourage removing cards before getting new ones, also making the removal process less expensive as long as you keep your deck thick! We added an in-game tooltip to make sure you won't miss on this change. [*] Overall increased the goals from Day 4 onwards. [/list] [h1]Balance Update[/h1] We saw that many times there were single cards that were the "powerhouse" of the deck, winning the game by themselves. Namely some buildings and Mythicals that worked to well without support/synergies. [h3]Citizens[/h3] Mostly targeting Mythicals, we didn't like how strong they were just by being able to play with themselves. With these changes, they will still rely on synergizing with the chosen element's card to get their pay off. [list] [*][b]Phoenix:[/b] Value (15 -> 10) [*][b]Leviathan:[/b] Water above -> River above (25 -> 20) [*][b]Dragon:[/b] Fire left and right-> Flame left and right (20 -> 22) [*][b]Thunderbird:[/b] Electricity below -> Streetlight below (22 -> 25) [/list] More minor changes: [list] [*][b]Maggot:[/b] Value (10 -> 5) [*][b]Larva:[/b] Countdown (2 -> 1) [*][b]Morel:[/b] New additional effect (On day end, remove all Spores from Deck) [*][b]Lizard Tail:[/b] Tags (Food) -> (Leftovers) [/list] [h3]Buildings[/h3] Similarly to Mythicals, some buildings were pretty much carrying the run themselves, we tweaked some numbers here and there to make sure they remain strong supportive cards, but still require synergy-building to win the run. [list] [*][b]Doghouse:[/b] Turn End give (10 -> 5) [*][b]Vivarium / Nursery / Treehouse:[/b] Turn End give (3 -> 2) [*][b]Incubator:[/b] On turn end spawn a copy of an adjacent Animal -> Countdown 2 spawn a copy of an adjacent Animal [*][b]Obelisk:[/b] +20 for each Mythical on board -> Give +20 to adjacent Mythical [/list] [h1]Bugfixes[/h1] [list] [*] Cards are now consistently multiplied by rivers/flames/streetlights before getting transformed. [*] Wolf Pack (Large) won't eat lesser wolves in the pack anymore. [*] Fixed an instance where the day wouldn't end after the Pacifism policy earned just enough for the day. [*] Fixed some inconsistencies with Morel. [*] More minor bugfixes. [/list]