Saturday Morning Gaming: Slay The Spire
Well, Steam had its summer sale and I did the thing again where I said “okay, if you’re not willing to pay for it if it’s 60% off, you shouldn’t have it in your wishlist.” So I culled the wishlist down and, yeah, picked up a couple of games that were on there.
I’m sure you’ve seen the categories of games out there for stuff like First Person Shooter or Real Time Strategy or Turn-Based or what have you. Well, I also have a handful of head canon categories. These categories include stuff like “full attention games”. Like, you won’t be able to do anything else if you’re playing this game (I’m thinking stuff like Fallout or other games that have a lot of reading). there are games that you can pick up and drop as if nothing had happened (a lot of phone games fall into this category… play while standing in line at the bank and then put it down the moment the line opens up). And There are games that are good for when you’re watching something on Netflix in a second monitor. There’s a time and a place for all of these, of course. If you’ve had a rough day at work and you’ve only got but so much brain to throw around, it’s good to be able to play a game that you can play while watching Netflix (maybe without even turning Netflix on in the first place… who has the energy to watch Stranger Things after a rough day? That’s more of a weekend thing).
Anyway, I thought that there were only but a few games that demanded that little from me while, at the same time, giving so much recreation. Stuff like Lords of Waterdeep and… well, pretty much just Lords of Waterdeep. When I can’t even imagine playing something that will require engagement, I can sit down and play Lords of Waterdeep and immediately feel myself start to unwind.
WELL THERE’S ANOTHER GAME LIKE THIS.
Slay the Spire. It’s even on sale for 50% off until July 9th, but, and here’s the point: had I dropped the full $15 bucks on the game, I wouldn’t have considered even a cent wasted.
Here’s the basic idea: it’s a deck builder. You are an aspirant to Slay the Spire and it’s your challenge to make it to the top. Along the way, you will get in fights, collect cards, have random encounters, fight mini-bosses, find relics that will give you buffs, fight maxi-bosses, upgrade cards, and die. A lot. But it’s fine. You’ll just go back to the base of the spire, pick up your basic starter deck, and try again.
There are three different aspirants to choose from and all of them are pretty distinct:
The Ironclad is the straightforward warrior. Your cards hit the other guy over the head really hard. Your special cards hit really hard and add debuffs to the opponent so you’ll hit them even harder. The theme of the starting deck is something like “stack debuffs on the opponent even as you are hitting them so they won’t hit back as hard.” There are a handful of different more advanced builds I’ve wandered through… the “I don’t care if this hurts me, so long as it hurts you even more” build that adds stuff like burn cards or wound cards to your deck even as you do massive damage is a lot of fun (but you’d best win before reshuffling your deck) but the one that I find most rewarding is “the stronger I get, the harder I hit” builds that rely on adding multipliers to your strength that will then add multipliers to your damage (these aren’t that interesting in round one but, woooo doggies, in round 4, you’ll be making sure that there ain’t a round 5). There’s also one that involves stacking debuffs on the opponent even as you are hitting them so they won’t hit back as hard. It’s a very straightforward and intuitive type. What you see is what you get.
The Silent is the ninja type. Instead of having a build where your thought is hitting the opponent really hard in the current round, this one is built around more subtle ways of killing monsters. The most fun is killing the opponent NEXT round. There are so very many cards that give you stuff next round. Poison your opponent and he’ll take damage next round. Use this card and give yourself extra mana to spend next round. Building up this round for next round… and next round is going to be brutal. But there are also synergy decks. You’ve got cards that will not only do damage but cast “weak” on your opponent. You have other cards that do stuff… but they do MORE stuff to monsters who are weak. So you’ll want a deck full of weakmakers and weakexploiters. I’ve also seen reason to believe that there is a “shiv” build where the goal is to accumulate cards that will give you little weenie cards that are free to cast… but can be buffed to do more damage every turn or buffed to give you more of them every turn or cards that give you bonuses for every time you cast a card and so, if you cast 8 of these, you’ll get 8 bonuses. (Every time I tried to play through with a shiv deck, I got distracted by poison. Man, poison decks are fun. Sure, giving someone 5 or 6 poison doesn’t mean much, but it’s AWESOME when you give a boss somewhere north of 100.) This one is a lot more subtle. I had no idea how to even play her until I died, like 20 times. It’s all about the synergies. You get the right combos and, next thing you know, you’re dancing away from damage and doing dozens of points of damage every turn without having to cast a single card. Thanks, poison!
The Defect is probably best analogized to a technomage. You summon power orbs that will do interesting thing. Lightning does low damage but it does it every turn. Dark does heavy damage but you need a card to kick it off. Ice gives you defense instead of offense. Plasma gives you more mana to spend. And you can get cards that make you a better lightningmancer or better ice farmer or better dark wizard or balance you out between everybody. This one is a lot of fun but I die the most with it. I can consistently get to the third map with the other two characters, I can only get to the second map with this one if I am lucky. But, man, is it fun to play!
This game is a treat. If I have a complaint, it’s that the starter deck is ALWAYS the most boring starter deck. There a handful of tweaks and tricks you can use to make the opening part of the game a little bit more fun… but the first 5 fights or so are a drag… but once you establish what kind of deck you’re building, the game is an absolute hoot.
And then you find yourself wondering… do I rest and give myself 20 (exceptionally dear!) hit points or do I upgrade one of the cards in my deck? Do I spend 50 gold on a healing potion or do I spend 250 gold on a relic that will make my poison hit just a little bit harder?
And you’ll find yourself looking down the map… if I go this way, there’s a shopkeeper… but if I go that way, there’s a mini boss who will have a relic for me… but if I go THIS way, I’ll have 4 different random encounters that might give me some really interesting stuff for the fights to come… and it’s kinda tough as well. Not because it requires twitch skills or anything (it’s turn-based). It’s that you lose hit points so very easily and you get them back only with the greatest difficulty. (So far, I’ve only beaten the final boss ONCE. (And, seriously, I’ve been trying!))
It’s one of those games where you’ll agonize over each little decision and then you’ll probably die anyway. But you’ll know a little more and your deckbuilding will be a little better.
And next thing you know, you’ll find yourself with the energy needed to start up Netflix.
So… what are you playing?
(Featured image is screenshot of the opening screen, taken by the author.)
I…er…slew the Spire the first (so far only) time with a Silent constructed around caltrops and gaining Energy: High energy allowed me to play lots of cards and I had something like four caltrops cards in my hand (all upgraded) and I’d just stack them and play Block cards. Enemies would batter themselves to death, taking damage trying to hit me. I had so many Energy buffs that it did not matter how many cards I had in my deck. And there is indeed a Shiv build for the Silent–it’s great fun.
I have more time invested in the Ironclad but I’m finding that the balance between attack and defend for this character is a real knife edge (ha!). I’ve found two really good builds with the Ironclad: The Flex build and the Cleve build. The Flex build involves piling on the strenght to really beef up your hitting power, and the Cleve build involves stacking your deck with attack cards so you can employ Cleve cards to great effect. The Ironclad ends up being a glass cannon who has to hit hard and fast or he’s going to go down.
I didn’t like the Defect the first time I played him. I didn’t really understand how the orbs worked and the Defect felt a bit overpowered. Subsequent replays have proved this impression wrong and the Defect requires a play style wholly different from the other two. I still haven’t played him enough to really give any deep thoughts about builds and preferences.
And another (free) character is coming! I, too, would have happily paid full price for this game.Report
I used the Silent and poison, poison, poison. (I got the achievement for more than 100 poison that run.)Report
A question: At the beginning when the undead three-eyed whale thing offers you a buff, what do you usually take? I always opt for extra hit points or a bonus card. I rarely choose trading my starting relic for a random boss relic, and I NEVER elect to lose hit points for a rare card.Report
Well, I’m learning that part of the point is to always be pleased with your hand. So if there is an offer to remove a card, I take it.
But increasing max HP is good.
Obtain a curse and gain gold? Well, that just means that I make a beeline for the nearest shop and buy a card removal (free 200 gold!)
When it comes to bonus cards, I find that I’m usually disappointed by them. Even if they’re rare.Report
Sounds good. I’d forgotten that he sometimes offers to remove a card. That’s probaly 1-1a in terms of choosing more hit points or losing a card.Report
I think a more important skill is to be able to say “nah, I don’t need a card” after a successful combat and the only cards they offer you are for builds you aren’t running.Report
YES! So hard to say no to a new card sometimesReport
There is a relic that gives you the option of taking +2 Max HP instead of a new card.
I’m on that artifact like a bad simile.
It might not make sense for The Silent or The Defect but it is the Ironclad’s bread and butter. (I just defeated the Spire with the Ironclad… I had that artifact and got up to 98 max HP before I had two encounters towards the end that asked me to trade some pretty sweet stuff for max HP. I made the trade and took out the last boss handily. It was a “MORE STRENGTH!” build. When I killed the last boss, I had 30ish strength.)Report
Nice. I haven’t seen that artifact yet. I’ve been toying around with strength builds on the Ironclad and…my thinking is wrong. I keep getting smushed far too early. Gotta rething things here.Report
Oh! The one I find most tempting? “Enemies in the next 3 combats have 1 hp”.
About half of the time, you’re able to find a path to an elite that only goes through two dedicated fights… which means that your first elite monster fight has only 1 hp.
Which means that you can start the real part of the game with a relic and a handful of whatever you got in the random encounter spaces.
Sure, sometimes you don’t (and sometimes it’s crap) but, sometimes, you have a really strong start within a minute or two.Report
I almost never choose this one unless the other options make this the best one. I’m always looking for long-term benefit (which I suppose the cards you’d get from beating three enemies with one hit each WOULD represent long-term…so…hmm…)Report
I’ve been playing my first deck-building game, Warhammer 40000: Space Wolf. It’s pretty fun, and you can play it without spending a fortune on boosts. You can actually earn new cards rather than pay cash for them. Deck-building is a good fit for 40K, since it’s already maddening and turn-based.
I just recently acquired a missile launcher, named the Twin-Wolf Launcher. That got me thinking about a Twin Wolf-Launcher. If you think about it, it’s kind of odd that 40K doesn’t have wolf-launchers. You see an enemy, you want to launch wolves at him. It’s human nature.
BTW it looks like something happened to your first paragraph.Report
It’s at 60% off! Sold.
(And I fixed the first paragraph.)Report
And sold againReport
It might be a good idea to pick something like that up. I still play like I’m a teenager with nothing else to do, which means I don’t really play. Heh.Report
I’m just here to say I * CANNOT * FIGURE * OUT * HOW * TO * WIN * WITH * THE * GODS * FISHING * DAMNED * IRONCLAD *
I mean…I thought I had an excellent defensive-centered build (three Metallicize, a couple of Shrug It Offs, Juggernaut, a Block to put all that defense to offensive use, etc) and I could do a fair amount of damage and some good relics to back me up on long fights–and they were all long because the baddies couldn’t really hurt me so I could sit back and whittle them down. But I ran into a dude (and for the life of me I don’t recall who it was) that just slowly did more and mOrE and MoRe and MORE damage until eventually he was hitting me for 70 and I didn’t have the defense or hit points to survive.
Can’t wait to try again.Report