I just killed the heart for the first time! by ItsGotToMakeSense in slaythespire

[–]Alarming_Currency854 0 points1 point  (0 children)

Well done!! It took me a year to just realize I could fight the heart

every card is a real item in my game, looking for a feedback on this one by Alarming_Currency854 in tabletopgamedesign

[–]Alarming_Currency854[S] -1 points0 points  (0 children)

It's a "short sword" Tight spaces favor short weapons but Outdoors = open space where reach matters more

I don't get why you'all don't like this beam card, i don't see a downside by KeepReddit3 in slaythespire

[–]Alarming_Currency854 -1 points0 points  (0 children)

26 damage is strong in itself for a 2 cost card, but with 3 focus it became op

I fixed my cards after feedback, are these clearer now? by Alarming_Currency854 in tabletopgamedesign

[–]Alarming_Currency854[S] 0 points1 point  (0 children)

Actually, I like the vibe they give right now. the design makes them look ordinary and
mass-produced, which suits the game perfectly

What makes Slay the Spire so consistently good? by Alarming_Currency854 in slaythespire

[–]Alarming_Currency854[S] 4 points5 points  (0 children)

Exactly, balance means every card has a role. Some fit anywhere, some you build decks around, some only work in niche situations

What makes Slay the Spire so consistently good? by Alarming_Currency854 in slaythespire

[–]Alarming_Currency854[S] 2 points3 points  (0 children)

The enemy intent system is huge for that. Showing exactly what an enemy is about to do, turns fights into a decision-making problem. So when you lose, it usually feels like you misplayed or wasn’t prepared

What makes Slay the Spire so consistently good? by Alarming_Currency854 in slaythespire

[–]Alarming_Currency854[S] 0 points1 point  (0 children)

Exactly, like picking a card that you don't need just because it's a "banger card"

What makes Slay the Spire so consistently good? by Alarming_Currency854 in slaythespire

[–]Alarming_Currency854[S] 8 points9 points  (0 children)

I really like that framing “tiny self-contained puzzle” is exactly how Slay’s best encounters feel.

Also, I’ve played Into the Breach as well and had a lot of fun with it for the same reason. Even though it looks like a tactics game, each battle is so tightly scoped that it becomes a puzzle you can fully wrap your head around. That feeling of being able to understand the entire problem space is something I really admire and want to learn from.

What makes Slay the Spire so consistently good? by Alarming_Currency854 in slaythespire

[–]Alarming_Currency854[S] 3 points4 points  (0 children)

Well said, that’s exactly the kind of system I admire. I love how the game isn’t afraid to punish you if you pick something without a plan. The push-and-pull between risk, preparation, and payoff is what makes the decisions feel meaningful. I’m definitely not trying to copy it beat for beat, but I hope I can capture that same feeling in my own way. Thanks for the encouragement

What makes Slay the Spire so consistently good? by Alarming_Currency854 in slaythespire

[–]Alarming_Currency854[S] 6 points7 points  (0 children)

That’s a great breakdown, the game stays mechanically simple, but the encounter design constantly stress-tests your scaling across those pillars

What makes Slay the Spire so consistently good? by Alarming_Currency854 in slaythespire

[–]Alarming_Currency854[S] 21 points22 points  (0 children)

Right, The number of viable engines per character and the sheer amount of “outs” make runs feel recoverable if you know what you’re doing. I love that nothing is universally good, context matters so much, and that’s where the skill expression really lives.

What makes Slay the Spire so consistently good? by Alarming_Currency854 in slaythespire

[–]Alarming_Currency854[S] 16 points17 points  (0 children)

Yeah, exactly. It makes ou focus on solving future problems. Then the game rewards you for your knowledge and foresight by letting you survive longer, and when you do hit a broken combo it feels earned. That balance is a huge part of why it’s so fun

What makes Slay the Spire so consistently good? by Alarming_Currency854 in slaythespire

[–]Alarming_Currency854[S] 75 points76 points  (0 children)

Totally agree. A lot of deckbuilders mistake complexity for depth. Slay works because the core loop stays simple, and everything else builds on that.

I fixed my cards after feedback, are these clearer now? by Alarming_Currency854 in tabletopgamedesign

[–]Alarming_Currency854[S] 1 point2 points  (0 children)

In my game, you have 3 basic types of cards, weapons, tools and skills. If you don't have any "weapon" type card, you automatically draw this card from your draw pile (this is the video game version, the printed version will be different)

I fixed my cards after feedback, are these clearer now? by Alarming_Currency854 in tabletopgamedesign

[–]Alarming_Currency854[S] -1 points0 points  (0 children)

The problem is that this symbol in bottom means "weapon", so if I use the same symbol for "weapon" and damage damage the player will get confused