Tracking down the relics and cards to create ample defense is by no means automatic, but there simply aren't many monsters or bosses that can crack a 100-HP barrier that persists over each turn. One other poke I'd make: I don't love that blocking damage feels so central to victory. Darkest Dungeon remains the pinnacle of this style of art for its skull-rattling 2D combat camerawork, and Slay the Spire might've benefited from this kind of cinematic flare. Enemies don't animate a whole lot, and as I battled these monsters again and again I found myself exclusively looking at the cards in my hand rather than taking in the fight. Slay the Spire's playful fantasy art, on the other hand, contributes less to the joy of its combat. When this deck is in full motion, it's a chorus of stacking steel as a dozen shivs leave your hand as quickly as they enter. Over four or five combat rounds, your pinpricks transform into gouging, 40-damage swings. This 'death by a thousand cuts' build is all about playing as many 0-cost attack cards as possible in order to accumulate absurd strength and defense bonuses through relics. One deck type for The Silent became one of my favorites because of the sound it made. Ditto the quintuple-tap thud of the Silent's Flechettes against a lifebar, or the toxic clink of Bouncing Flask as it spills poison over random enemies. The glacial crunch when my Defect drops multiple frost orbs is ear candy. The audio does most of this work, serving up expressive sounds that convey motion and impact in addition to training your brain on fine details like status effect triggers. I'd also love to see a few extremely rare events, something that produces that one-in-a-thousand feeling I get when The Mysterious Stranger shows up in Fallout.Ī little remarkably, there are moments when Slay the Spire feels like a turn-based fighting game. Random events also line the path, and while some pose interesting choices (like whether to halve your max HP in exchange for vampirism), my complaint is that some of the events have clearer-cut good and bad choices. ![]() But in earlier acts, I also want to fight as many Elite enemies as I can, which drop relics-unique equipment that contributes crucial buffs or triggers like "Whenever you discard, gain 3 block." Some of the best runs have been when I make the tough decision to fight a bunch of enemies in order to reach a merchant, just for the potential payoff of buying an essential card that might be there. The moment an act's map procedurally generates, I'm eyeballing which route takes me past the most campfires, rest points where I can either permanently upgrade a card or heal. ![]() Like the decisions you make deckbuilding, learning when to detour is a skill, and different strategies are viable. Which path you take up the spire is a fun test of your ability to weigh long-term goals against short-term needs. You're building an airplane as you fly it, from partially randomized parts, through an FTL-style web of varied encounters and events. Your willingness to abandon your sweet deck idea when the RNG isn't serving up, say, loads of lightning orb cards for the Defect is itself a skill. Simply knowing Slay the Spire's combos or best cards isn't enough to earn a win. However much lightning I filled my deck with, it'd still take three or four turns to bring it out, and by then, I'd be dead. ![]() This build would sometimes push me into Slay the Spire's third act, but eventually it'd get my robot face kicked in by the first monster that dished out big, turn-one damage. Free lightning! It felt great to end each turn and watch my family of floating green balls dish out randomly-targeted zaps. I'd always grab multiple copies of Storm, a power card that summons a lightning orb whenever I played another power card. To my naive eyes, this character was about lightning, and my initial runs were spent hoovering up as many cards as I could that made lightning orbs. The Defect, Slay the Spire's robotic character, for example, starts each run with a relic that summons a lightning orb, one of four, elemental energies that can occupy vacant slots encircling The Defect.
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