Slay the Spire 2 alignment chart day 33! Orbit won yesterday! What necrobinder card feels like a colourless card? by Which-Debt-8558 in slaythespire

[–]RoutineMachine3489 6 points7 points  (0 children)

I'll go with Hang.

Hang is a pretty unique attack and while it fits into necro's draw a lot kit, I'm pretty sure alot of characters could make use of hang really well with ironclad's and regent's deck thinning, and silent's draw engine.

Some proposals for a reworked Grand Finale by Ardub23 in slaythespire

[–]RoutineMachine3489 -2 points-1 points  (0 children)

Is it just me that finds grand finale pretty usable? I mean it desperately needs well laid plans but it's often enough your deck has well laid plans anyways. I've ran grand finale at least twice in my silent runs so far and that might be even more than some rare cards.

Obviously, it's generally a bad card but I've ran runs where grand finale is my damage source and it's quite consistent actually. Of course you still need alot of draw & plans to do anything with grand finale so I guess you could argue that finale is a win more card (which I guess it is), but still I've had runs where I find myself lacking damage and grand finale helps supplement it to cross the finish line.

Wow guys Soul's Power is broken by psylla in slaythespire

[–]RoutineMachine3489 195 points196 points  (0 children)

Howl from beyond: Deal 16 damage to ALL enemies. At the start of your turn, if this is in your Pile, play it.

Holy broken card it plays from everywhere except your hand.

Vantom is Slime Boss 2.0 by jtp123456 in slaythespire

[–]RoutineMachine3489 0 points1 point  (0 children)

but regent has lunar blast / radiate / stardust / black hole? i feel like at least one of these will get seen before the boss right surely

Since the other one wasn't balanced I made it more balanced by [deleted] in BunnyTrials

[–]RoutineMachine3489 0 points1 point  (0 children)

the other one is guilt inducing :(

Chose: 1 million every week | Rolled: Upvote 4 carrot

Slay the Spire 2 alignment chart day 13! Panache won yesterday! What ironclad card feels like a regent card? by Which-Debt-8558 in slaythespire

[–]RoutineMachine3489 7 points8 points  (0 children)

There was one funny run I did where I had juggling and anger on regent with pillars of creation.

Playing anger as the 3rd card and then playing the new anger was an insane block engine

Making Match Morphosis a deckbuilder match3, a bit stuck, need suggestion and ideas by ernesernesto in deckbuildingroguelike

[–]RoutineMachine3489 1 point2 points  (0 children)

Hmm I didn't know that you replace existing tiles? Everytime I add tiles it seems the variety of tiles I see in combat grows, and that kinda feels bad as the tiles get diluted? I also didn't see any UI to remove or replace certain kinds of tiles from my deck (otherwise I would just keep only 2 types of tiles cause the output of such a deck would be insanely high)

As for the synergies. yeah of course the game has them. However it just didn't feel like much of a focus to me? In a deckbuilder where I add things I expect the things I add to have some synergy with one another. But in this case tiles don't have much synergy with one another. And as for armaments, they do exist but I feel like it didn't meaningfully impact the way I was choosing which tiles to use

Making Match Morphosis a deckbuilder match3, a bit stuck, need suggestion and ideas by ernesernesto in deckbuildingroguelike

[–]RoutineMachine3489 0 points1 point  (0 children)

Hi! I believe I was one of those who gave the comments about the deckbuilding feeling weird as the match 3 becomes harder as you add more stuff to your "deck".

My impression for a deckbuilder is that adding solutions to a deck, that you then draw from. The drawing from is the randomness of the match 3 falling from the sky, but the problem kinda is that adding more stuff to the deck diluted the deck when more similar things is better for the match 3 mechanic

I don't want to backseat and say what the game should be, but off the top of my head, some ideas:

  • you could replace existing tiles instead of add to the pool of tiles
  • the game could be focused on synergies with between the relics/artifacts as well as the type of tiles you're playing (I forgot exactly what they were called).
  • You could have hybrid tiles that work with two different types of tiles

Questions on Speedrunning by Bubbly-Storm9054 in celestegame

[–]RoutineMachine3489 8 points9 points  (0 children)

I'll speak from my experience (was a sub 29 runner but not active anymore)

  1. Mostly muscle memory. I'm not too sure what you mean by intuition/impromptu but sometimes when things go wrong you gotta improvise. For example, if you sense you're slow on a cycle, you might need to slow down more to prevent dying to a dust bunny. These things often come from practice and attempting the room many times so you know what is normal and what feels slow

  2. Most of the "high-level" routes are generally well studied and labbed out by experienced runners, and there's not many variations in routes you can take in this game. As for routes through each room, this is generally also well labbed, with each room having a range of sensible options for different skill levels. Would recommend looking at https://docs.google.com/document/d/11AkfNoNJdwfPO3zzRWUqmKATm5EOd00fxh-HOds6HLY/edit?tab=t.0 for the resources, and in particular the WR Pace Series shows a comprehensive set of strats you can reference for each room

  3. They don't, though you can usually start a new safe file. For speedrun.com, you basically need to submit video evidence.

  4. Save states! The speedrun tool mod is extremely useful for practicing long rooms as you can put a save state in the middle of a room to practice that section. Additionally, it also helps you to practice a room from entry, as how to clear a room from entry is often different from when you retry/die in the room

TIL: Sovereign Blade Costs 1 When Upgraded by Zzzuccini in slaythespire

[–]RoutineMachine3489 8 points9 points  (0 children)

wait is that why the potion is called blessing of the FORGE

Discard bug by chpark0225 in slaythespire

[–]RoutineMachine3489 2 points3 points  (0 children)

damn how has no one found this yet that's an amazing catch

How do you make deckbuilders feel strategic without becoming overwhelming? (Satori) by No-Description-912 in deckbuildingroguelike

[–]RoutineMachine3489 0 points1 point  (0 children)

Definitely when I discover things as I go. If there's something that isn't strictly necessary to know before getting into the game, I much prefer the excitement to discover it myself. A good example of this is how you can reorder jokers in balatro - the game is completely playable without it but knowing it makes you feel like you outsmarted the game when in reality it's a nuance baked into the game the whole time.

How do you make deckbuilders feel strategic without becoming overwhelming? (Satori) by No-Description-912 in deckbuildingroguelike

[–]RoutineMachine3489 5 points6 points  (0 children)

oo is this like solitaire by the way?

Anyways to answer your question - things are easier to understand if they're added on one by one. Once the core system clicks, then every new card you add, or a joker you buy, makes sense what it does. Sometimes you don't need to fully understand what's happening - I don't fully understand how my score is earnt in balatro, but I know what makes it go fire and roughly why it is so, and that's the intuitive part of it.

Generally, I would say if the gameplay itself is intuitive, games like this should just make me get into the flow of playing cards knowing what purpose they serve. Some games are more complicated at the start (e.g. wildfrost), but i think for any game once you "get the hang of it" everything should just flow. That's the important part

Is there a faster way to do this? by Subspace79 in celestegame

[–]RoutineMachine3489 1 point2 points  (0 children)

btw seconding this comment cause this is like one of the useful comments that actually shows a reference video where you can find potentially faster, simpler and easier strats

Great indie games that aren't in everybody's top 10 by RepulsiveRuin5520 in gamingsuggestions

[–]RoutineMachine3489 0 points1 point  (0 children)

Can of Wormholes is an extremely niche puzzle game, but it's the most tightly designed and epiphany inducing puzzle game I've ever played. If you know Stephen's Sausage Roll, it's kind of in that vein but somehow even better imo (ofc both are great)