I unfortunately had to play all three players myself, lol, but I'll absolutely give any tabletop entry a look!
**presentation:**
As has been already mentioned, the score numbers could have used a bigger size. Once you play a little bit you can start to recognize the images but for first timers, the score should really pop out and make itself obvious.
I had difficulty determining if the Diver counted itself as a unique attractions. I found that the rules explained that but it felt missing from the card. Perhaps each card could have a printed designation somewhere on it. Either Hazard, Attraction, Event (dive cards and maybe more later?), or Diver.
**Gameplay: **
I feel like the crab and snail could be replaced. There is something to be said for giving a player intentionally bad choices to make the good ones feel better but when you only get a max of 15 cards in a game, each choice should feel as good as you can make it. I feel like this is one of the things that makes Sushi Go so much fun.
The quantity of Dive and Hazard cards felt off. I'm not sure exactly what kind of tweak would help but it just felt to unpredictable for the hazards to ever really be worth it.
After thinking for a bit, I came up with a mechanic that might help the feel of the dive cards. Perhaps each turn before drafting, you roll a dice up one number to represent the nautalis diving deeper. Then have hazards and dive cards (or resurface cards?) be worth the current depth instead of the static 5. That could add a fun push your luck kind of mechanic and make it perhaps easier to read when to play hazards. In addition, maybe instead of simply having a number of cards to draft, you draw a card each round so hand sizes stay the same. The depth counter can gamble higher and the mystery of does anyone have a hazard card stays a danger, even once all the hands have gone around the table.
Yikes, I hope I haven't come off too critical. I really liked this game and that just makes want to direct it and theorize about it. So some of the things I liked:
The cumulative collections over all three rounds is a nice departure from a game like Sushi Go. It allows you to develop an actuall long term strategy and makes card denial less devastating.
The art was very cute. I especially liked the Colossal Squid.
The Scuba Diver Card was a really cool one. It added a fairly powerful incentive/strategy to go against most of the other mechanics which means not everyone has to go for the same strategy.
The ability to play the dive cards in multiple ways was clever. It balances a risk with versatility.
Honestly, this inspires me to perhaps try my hand at tabletop one of these times. Great job