The answer is it's an intuitive and clear way to represent resources. Still just rubs me the wrong way
Well... yeah. It's not a problem that needs solving.
The answer is it's an intuitive and clear way to represent resources. Still just rubs me the wrong way
It's not guaranteed since it's random, but I've seen a number of near unstoppable decks including ones that can really just go infinite plays just by watching a few hours of the game being streamed.
Here's one.
https://www.twitch.tv/videos/218806760?t=08h45m34s
It's not guaranteed since it's random, but I've seen a number of near unstoppable decks including ones that can really just go infinite plays just by watching a few hours of the game being streamed.
Here's one.
https://www.twitch.tv/videos/218806760?t=08h45m34s
Thanks! Yeah, I've had one...But it's not like Isaac where there are a million threads to pull on to manipulate odds. Its mostly lucking into the right relics early then knowing what cards to pick.
I wouldn't call it easy to break by any means though, in my experience. You need to make a concerted effort to go for certain archetypes then luck into finding the right combo pieces. Super fun when it does happen though!
EDIT: also, killing an elite in one turn does not give you the kill a boss in one turn achievement :(
That streamer had about 50 hours played prior to the point in that video you linked (just going off his Twitch archives alone), and he almost exclusively plays strategy games. With that context a 50% win rate is more than reasonable imo.Maybe the unlocking is a big road block early on, but I like my roguelikes to be tough. That streamer says he beats the game like 50% of his tries and that seems far too high for a roguelike.
It's not like he was playing very carefully either.
Maybe the unlocking is a big road block early on, but I like my roguelikes to be tough. That streamer says he beats the game like 50% of his tries and that seems far too high for a roguelike.
It's not like he was playing very carefully either.
sees "roguelike"
Hey, cool--
sees "deckbuilder"
Byyyyyyyyye.
(I like card stuff, just not deck building).
I know. As I've been saying the entire time, it's a stylistic bugbear, not some huge criticism of the concept. Functionally it's great. It's just like... if you're going to start using cards, why not do dice rolls for RNG stuff? It's arbitrary, you know.
It's VERY tough. If he's telling the truth then he's one of the best in the world, and lucky to boot.
You can avoid that situation by playing and learning yourself. I assure you people who buy the game aren't winning 50%.
Which rogue-likes do you like? Think there is no one who wins them 50% of the time? If the best in the worlpd can't win 50% you're going to get extreme blowback, and your game probably relies too much on luck or is simply unfair.
He hit an infinite combo by the end of the game. He didn't need to play carefully at that point lol.
Ask him to show his stats screen next time he plays!!
Eh, I'm just stating my thoughts and I don't need to be convinced that there's plenty of people who are not experienced with deck building games or card games in general. I don't have any stake for the game or succeed or fail. I'm not that invested to go and fact check stuff but I did get the impression from watching people play the game that I want the game to be more fleshed out before I play it. That's it. And as I said earlier, the game looks great.
I really hope the devs don't take feedback too seriously. I'm already seeing people asking for nerfs to cards, which is disappointing. It's not a multiplayer game, OP cards are fine especially in a roguelike where getting odd/strong/weird builds is a big part of the fun. If you think a card makes the game too easy just don't pick it up, I already do that for strike builds.
They nerfed apotheosis in the beta branch already.
It's still EA, balance should be looked at as they add more stuff. Nerfs will be necessary to maintain good balance.
I understand the need for balance, but I also hope it doesn't zap the fun of OP builds. Take Binding of Isaac, the worst part of isaac for me was when they kept nerfing items, making the overall game more "balanced" but less fun.
Any tips? I feel like I really must suck at this game. I can't get past the level 2 boss every run I do. Does it just get easier as I unlock more cards? Or am I maybe just not playing very well haha.
How many bosses is a run? Nearly beat the third one yesterday with the silent but then I miscalculated lethally ;_;
Any tips? I feel like I really must suck at this game. I can't get past the level 2 boss every run I do. Does it just get easier as I unlock more cards? Or am I maybe just not playing very well haha.
I've played a few rounds of Slay the Spire, and at this stage I far prefer Dream Quest.Heard this was a lot like Dream Quest, which was amazing but had pretty atrocious art (though adorably made by the children of the developer).
Leaderboards
Leaderboards are here! Compete with your friends in a few categories such as High Score, Consecutive Wins, and Fastest Victory. We'll be adding more features and filters as we push towards release.
Note: Scores for the leaderboards will be RESET each week as balance and content changes will come in every week.
Score System
To go along with the leaderboards, the score system has been reworked to give bonuses for interesting circumstances!
Upgrade Colorless Cards?!
Colorless cards can now be upgraded! This was also a good time to re-examine and balance several of the cards.
Here's the full list of changes:
- Apotheosis now costs 2. Upgrades to cost 1.
- Bandage Up now has upgrade functionality (4HP -> 6 HP)
- Blind can now upgrade (Single Target -> All enemies)
- Dark Shackles+. -9 Str -> -15 Str
- Deep Breath+. Draw 1 -> 2 cards after shuffle.
- DramaticEntrance+. Damage 6 -> 8.
- Enlightment+. This turn -> rest of combat.
- Finesse+. 2 -> 4 Block.
- Flash Of Steel+. 3 -> 6 damage.
- Good instincts+. 4 -> 7 Block.
- J.A.X.+. 2 -> 3 Strength gain.
- Jack Of All Trades+. 1 random card -> 2 random cards.
- Madness is nerfed (costs 1 now). Upgrade cost 1 -> 0.
- Master of Strategy+. Draw 3 -> 4.
- MindBlast+. Gains Innate.
- Panacea reworked. Gain 1 Artifact. Exhaust. Upgrades to 2.
- Panache+ added. 10 -> 14 damage.
- Purity card rework. 2 cards -> 'up to' 3 cards -> 5 cards on upgrade.
- Sadistic Nature+. 3 -> 4 damage.
- Secret Technique+ and Secret Weapon+. Removes Exhaust on upgrade.
- Shiv+. +2 damage.
- Swift Strike+. 5 -> 8 damage.
- Thinking Ahead nerfed. Now exhausts. Upgrade removes Exhaust.
- Transmutation reworked. Cost X -> Gain X random colorless cards (+upgrades)
- Trip+. 2 Vulnerable -> 2 Vulnerable to ALL enemies.
Okay, now onto the patch notes:
Content
- Bottled Tornado relic added.
Balance
- Awakened One enemy updated HP 320/240 -> 300/300.
- Confusion power can now affect Colorless cards.
- Cursed Key relic no longer gives curses at Boss chests.
- Dual Wield card is now Uncommon (was Common).
- Nightmare+ card is nerfed. No longer adds 4 cards, just lowers energy cost.
- Storm of Steel+ reworked to give upgraded Shivs rather than lowering cost.
UI and Effects
- Added logic to prevent users from accidentally skipping Calling Bell relics.
- Adding a Settings button in the Main Menu and removed the Settings button in topright.
- Cards which are created and immediately discarded now show up on right side of center to prevent overlap.
- Main Menu buttons are now smaller and spaced closer.
- MainMenuButtonFont and ButtonLabelFont are merged. Decreasing load time and texture memory usage.
- Minor wording improvements for the Mysterious Sphere event.
- Polished art for Bottled Flame, Lightning, and Tornado relics.
- Removed two tips: Colorless can't be upgraded and Colorless cards always cost 0.
- Sounds in Background in Settings is now Ambient Sound Effects so its purpose is clarified.
- Updated death screen score display to support 2 columns if greater than 8 items on list.
- Updates for CN (Simplified), CN (Traditional), German, Russian, and Korean.
- Wording: Campfire -> Rest Site for Girya and Peace Pipe.
- Wording: Consistency in description for Ancient Tea Set and Eternal Feather.
- Wording: Levels are now referred to as Acts to prevent Floor/Level confusion moving forward.
Bug Fixes
- Saving files are now atomic, preventing corrupt files forever (hopefully)
- Fixed issue where Blood for Blood cost was permanently lowered if damaged at Neow.
- Fixed rare crash for RemoveSpecificPowerAction.
- Fixed several formatting issues for Japanese. We still need translators!
- Utilizing a saved RNG for several cards, events, monsters so that saving/loading shows the same content.
That was just one suggestion of many. Indeed just the artwork itself would be cool, subtracting the card shape. It's no biggie anyway!I find it interesting that people find Ironclad easier than the Silent, I'm the complete opposite. I feel that she has better defensive capabilities than the Ironclad and thus can play a game of attrition while she builds up her poison arsenal. The only real snag for her for me is that the tall red demon thing (I keep forgetting to check his name) is completely destructive, and often relies on luck to beat for me. She just doesn't have enough damage output all too often to quickly dispatch him before your health is drained and his damage starts to snowball. I have gotten good runs with Ironclad, but it feels like there needs more setup to really work.
Paraside As far as your issue w/ cards, you suggest using orbs with properties, but to me that would be less interesting. The cards have nice art on them, making them orbs would take away the fun of finding new cards.
That was just one suggestion of many. Indeed just the artwork itself would be cool, subtracting the card shape. It's no biggie anyway!
Yeah we discussed this previously: functionally, they're perfect. Clear and malleable information. It just irritates me that a table top origin interface is being lifted into videogames, when videogames don't need to abide by those physical rules - your imagination is the limit and you could think of a thousand more interesting digital-only ways of doing it. Like the artwork you love could be kept while changing their form somehow. (Edit: even if the artwork was animated or the cards interacted in interesting ways, I'd be like "this is fine". It's just literally having dull, physical bits of card in a digital game makes me think... "why?")Mm... I'm not trying to be dismissive, sorry if I come off that way, I just think cards are fine is all lol. For me it's just that you get the neat artwork and the card rules in a convenient way
How much have you played? It's hardly thin on content.It's pretty thin on content as far as I've experienced, but it's also a cheap game so that's probably okay.
Foundation is solid. Very smooth animations and controls.
Did 5 runs so far. Just keep seeing the same cards. Got to the second "area" and played half of it.