Instants that only target one category ("Sexy Pose", "Pose Freely") feel really weak. In the attack phase, they are barely above an engine dealing only 1 damage more and during the second phase they are extremely situational. You'd almost have to gamble to make them useful, keeping the instant in hand instead of using it in the attack phase and hope another challenge turns up.
They are weak in this scenario because the scenario itself is very unfocused. I'm not going to tweak their balance until we see them used in more specialized scenarios where certain types of challenges will appear more often than others. Having said that, they are not intended to be powerful in the first place. Their purpose is to help fill out holes in specialized decks, which makes them doubly pointless in this (horribly optimized) demo deck.
We can have this conversation again when there are more scenarios to play. 2.0 will give a better idea of how this will work, though I expect we won't see the full extent of their balance (or lack thereof) until we get a bunch of scenarios in the full Supermodel game.
They are also bugged. "Pose Freely" does not hit "Mishap" or "Though Pose". "Take the Shot" does not hit "Though Pose". "Sexy Pose" however does hit "Though Pose" so something is not working right.
Fixed in 1.1.
Wording on "This isn't working" should specify the table. At first I thought I'd discard from hand.
You will never target specific cards in your hand with any card in the game (only Challenge cards can do this), so this would be superfluous and waste precious space on the card. It is specified in the detailed card description that you can bring out by double-clicking the card.
It would be nice to be able to see how many cards are left in the deck and in the discard pile and also a way to see what is already discarded. It's not super important now, but if you allow smaller decks to be playable that can draw during their turn it will be.
I will add some kind of deck counter eventually. It just wasn't a priority in this first version where it would hardly make a difference.
Showing the contents of the discard pile is not something I have any immediate plans to add, however. There are situations in which I might want its contents kept obscure, so you will likely only ever get to see the last card that was discarded.
"Insecurity" has already been addressed but I feel "Confusion" could also use a tweak. Perhaps a second attribute for it and/or the copy it creates. I had some games where I simply had no answer when it showed up on turn 9 or 10. The endgame penalty is hard to overcome when you have to leave 2 or more challenges on the field turn 9.
This is another symptom of a too generic scenario. This card is meant to punish decks that focus on individual attacks with high attack values, but the demo deck is too unfocused for even that to matter. You will be better prepared for this card in the game's real scenarios.
It would be nice if the table "auto-sorted" or let me rearrange cards by type. Makes it clearer what types of upgrades I'm looking for.
Unlikely to happen. While it doesn't matter in the current version, later cards may take advantage of positioning, making the play order important. For example, an Engine card may trigger specific effects on its neighboring cards. Sorting would ruin this possibility.
The not enough heat message could be clearer. Both bigger and in the center of the screen.
It's the in-built Ren'py notification system. I intend to override it at some point, but for now, it's not a priority.