Slay the Spire (PC) - Saturday Afternoon Gaming
💥 Fan of the channel? Help support the series ► https://www.patreon.com/GamingJay1001\n💥 Follow me on Twitter ► https://twitter.com/GamingJay1001\n💥 Check out the website ► http://letsplay1001.com/\n💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908\n\nI'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Slay the Spire
from https://en.wikipedia.org/wiki/Slay_the_Spire
Slay the Spire is a roguelike deck-building video game developed by American studio MegaCrit and published by Humble Bundle. The game was first released in early access for Microsoft Windows, macOS, and Linux in late 2017, with an official release in January 2019. It was released for PlayStation 4 in May 2019, for Nintendo Switch in June 2019 and for Xbox One in August 2019. An iOS version was released in June 2020, with an Android version released in February 2021.
In Slay the Spire, the player, through one of four characters, attempts to ascend a spire of multiple floors, created through procedural generation, battling through enemies and bosses. Combat takes place through a collectible card game-based system, with the player gaining new cards as rewards from combat and other means, requiring the player to use strategies of deck-building games to construct an effective deck to complete the climb.
Slay the Spire has been well-received. It was nominated for several accolades in 2019, and is considered the game that launched a number of roguelike deck-building games.
Slay the Spire is developed by Seattle-based studio MegaCrit, with Anthony Giovannetti and Casey Yano as lead developers. Their initial goal was to fuse the concept of a roguelike game with deck-building games like Dominion.[6] The game was also inspired partially by the Netrunner collectible card game, which Giovannetti was a fan of and for which he maintains a community website.[7] The game was built on the libGDX framework.[8]
To help test and get feedback on the game, Giovannetti turned to expert players in the Netrunner community.[7] This was also necessary to determine appropriate balance for the cards they added, as balancing the difficulty of the game against the randomness of the roguelike encounters and the card-based play was difficult. By using a large number of playtesters, along with gameplay metric reporting from the game client, they were able to determine what cards had positive designs and which cards to remove. For example, they became aware of cards with too low of a value for the game when they were not picked when offered by players, and found cards that were overpowered if they occurred too frequently within game-winning decks.[9] They had no issue when players discovered card synergies that created powerful combinations, a factor of concern in typical collectible card games, as it was a single-player game and there would be no opponent that would feel overwhelmed by these combos.[8]
Originally, enemies did not show their next intended action as is common to most turn-based role-playing video games, but this design did not mesh well with the roguelike nature of permadeath. They first created a "Next Turn" system where the player could select individual targets to see what their chosen action would be in part of the game's user interface. The "Next Turn" system brought something unique to the game, according to Giovannetti, and enabled them to create new buffs and debuffs that were easy to describe to players through the interface. However, from a user-interface perspective, there were still issues particularly when multiple enemies were present.[6] They then transitioned from the "Next Turn" to the new "Intents" system, which used icons to represent the enemy's next move, though originally this lacked exact numbers for attack values, instead representing certain ranges of attacks by different weapons.