The bottom line
Balatro hides its score preview to keep the thrill of a slot machine, but players can work the score out themselves, so the choice is a flaw. Designers must plan for how players really behave, not how they hope they will.
Key takeaways
- Hiding the score is a deliberate choice, because the fun lives in the moment after you hit play. 2:02
- LocalThunk believes the game is more fun when you set up your Rube Goldberg machine and watch it go before knowing whether the hand wins.
- A preview would also clutter the UI, slow play as people check every hand, and turn a chill card game into a spreadsheet.
- The hidden score can still be calculated by hand, so the information is hidden but attainable. 4:41
- A straight is 30 chips and 4 mult. Add the card chips and the joker bonus and you get 137 chips times 4, which is 548.
- Players will use any loophole to optimize the fun out of the game. 5:45
- Some players keep a calculator app, a second-monitor spreadsheet or a Steam overlay website open while they play.
- Playtesters tracked played cards by hand, so LocalThunk added a deck view. He refused a score preview because it felt like part of the game's DNA.
- The Binding of Isaac shows where this ends, with the workaround becoming the normal way to play. 8:21
- Isaac hides what items do to create mystery, but wikis explained them within about five seconds of the game's release.
- McMillen calls the missing item descriptions the game's biggest flaw. In 2023 he said he was considering adding them as an option.
- A gated or clearly framed option could serve strategy players without spoiling the game for casual ones. 11:13
- It could be a late-game unlock like Chrono Cross's fast-forward, a cheat code, or a warning message like Celeste's assist mode.
- Mods are another route. Isaac's External Item Descriptions mod has almost 2 million subscribers on the Steam workshop.
Balatro's score preview falls into a weird half category: hidden, but attainable if you really want it.
Game Maker's Toolkit
Chapter summaries
0:00 A hit card game that hides its score
Balatro's poker-hand engine is a hit, and its designer calls the missing score preview a flaw.
- Players must commit to a hand without knowing what it scores. 1:21
- Jokers change the rules, and players can stack or trim the deck to make certain hands likelier.
- The designer himself calls this a "fundamental design flaw" and a "cursed problem" he has not solved.
- The game sold a million copies in a month and ranked among 2024's top-rated games.
- A preview could show which of two hands is better.
- It could show whether a hand barely clears the ante or misses it.
2:02 Why the suspense is built in
The score is hidden so the payoff after play lands, and hiding information is an ordinary design lever.
- The animation after a hand is built to deliver the payoff. 2:36
- Numbers tick up with escalating sound effects.
- Each card and joker steps forward in turn to add its points.
- A hot multiplier sets on fire and burns brighter with each multiplication.
- A pre-calculated win would make all of this pageantry pointless.
- How much a game tells you changes how it feels. 3:46
- Boss health bars and enemy intent are the same kind of choice.
- Cards with random properties would force the UI to show a range of scores.
- Hiding the score makes players act faster and adds drama.
4:30 The loophole behind the flaw
A hidden score that can be worked out only holds if players choose not to work it out.
- The design depends on players not bothering to calculate. 5:33
- Unlike a hidden boss health bar, the score can be figured out from known values.
- The only way to keep both suspense and predictability is to hope.
- Soren Johnson: Given the opportunity, players will optimize the fun out of a game.
- Some players run a Steam overlay with a site that calculates Balatro hands.
6:46 Why LocalThunk won't add a score preview
A designer must protect the target audience, even from an optional setting.
- An option for one group can spoil the game for another. 7:00
- LocalThunk says players would simply click a preview option and miss the game he wanted to make.
- He made the game for himself and won't change it for others, even a million of them.
- He is bummed that the best play now means busywork and calculation outside the game.
- A designer must be sure who the game is for, then shield those players from some decisions.
8:12 The Binding of Isaac shows the loophole problem
| Balatro | Binding of Isaac | |
|---|---|---|
| What's hidden | Score preview | Item effects |
| Intended feeling | Slot-machine suspense | Zelda-style mystery |
| Player loophole | Calculator, spreadsheet, overlay site | Wikis, Platinum God |
| Most popular fix | Hand-calculator websites | Item-description mod, ~2M subs |
| Designer now | Won't add a preview | Considering optional descriptions |
Hidden information fails when players can look it up, and Isaac's item mystery lasted about five seconds.
- Isaac hid item effects to recreate the mystery of the original Legend of Zelda. 8:38
- Items show only a name, a cryptic tagline or question marks.
- McMillen recalls Zelda as a game where you brainstormed with friends and pooled findings to progress.
- Wikis made the lookup the standard way to play. 10:20
- Sites like Platinum God give a full description on mouse over.
- McMillen: You can't play Isaac without a browser open on your phone.
- He hated that this is how everyone played for so long.
10:38 How Balatro could offer a preview
| Late-game unlock | Mod support | Cheat code | |
|---|---|---|---|
| Precedent | Chrono Cross fast-forward | Isaac's item-description mod | Classic hidden codes |
| Who uses it | Players who've mastered the game | Players who install mods | Players who seek it out |
| Works on console | Yes | No | Yes |
| Developer builds it | Yes | No | Yes |
A gated, framed or modded preview could serve hardcore players without spoiling the game for the rest.
- Balatro's case is milder, but it may haunt the developer over time. 10:45
- It affects only the most hardcore, strategy-minded players.
- The host has played about 30 hours and never pre-calculated a score.
- Several routes keep the preview away from casual players. 13:13
- Heat Signature politely asks players not to turn off Permadeath.
- Console players can't use mods, so a cheat code would make them seek it out.
- Accessibility options show a game can reach a wider audience without spoiling it for its target group.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Hiding information can create a feeling like suspense or mystery, but only if players truly cannot get around it. Balatro's missing score preview and The Binding of Isaac's missing item descriptions show how a hidden-but-attainable loophole turns a deliberate design choice into a lasting flaw.
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