I will not say that I already knew how to play Slay the Spire perfectly after the first 15 minutes of the tutorial, but as soon as I understood its basic concepts I was hopelessly bound to move on. It all made a lot of sense, every element was millimeter measured and linked to the other systems. Like good math (although I confess that I have never been especially good) the title of Mega crit It raises logical problems that must be understood and then executed.
But, to tell the truth, any card game is about that. It is no accident that Magic: The Gathering It was created by a mathematician. At the end of the day, each turn is usually a small puzzle that is part of that larger scheme that is the game, where all your decisions have consequences that favor the future of it. Slay the Spire It is more or less like that, but he decides to bet on three particular measures that have made me hopelessly hooked on him: accessibility, immediacy, and control in a semi-unpredictable environment.
The inexhaustible formula of permanent death
To start, it is a game exclusively for one player, so there is never that difference in skill or quality in the different decks that causes headaches in a multiplayer card title to use. It's about a roguelike whose challenges are structured through a difficulty curve extremely intelligent, and where you always start on equal terms; with the same deck according to which of the three characters you have chosen. What you do from there is your thing.
Although it still has card game DNA, while luck is important in the face of a good hand or a nefarious one, we always know what to do at every moment, and that is one of the reasons that make it so accessible. The enemies point out what their next action is going to be: if they are going to block, if they are going to improve their statistics or make ours worse, and above all, if they are going to attack. For the latter, we are told how much damage they are going to do, prompting us to act accordingly and manage the amount we want (and can) block.
Get create the feeling that we have everything controlled without sacrificing that constant danger against which we have to prepare. All mechanics have an important weight that you have to take advantage of, and the game gives us a court to do it. It would be useless to block if we do not know if in that turn they will attack us or not (although there is a modifier that does that, watch out). To give a simple example, in case the enemy decides not to attack that turn, we will spend ours to do the more damage the better. Unless, by previous games, we can have the effect that will cause us and move forward with another strategy.
It is one of the reasons why play is so satisfying: defeats almost never come out of nowhere as in many others roguelikes, but we can see them come most of the time and try to avoid them, based on knowing that enemy turn by turn. That does not mean that a game cannot go wrong for a thousand different reasons, but at least I have never felt that it has died in a gross, free and unfair way.
Just one more
Also, keep playing after losing is as simple as start a new game again. Immediately, I try again to make my way through the path that I see that suits me best, choosing the cards that best suit me for the deck I have in mind, and crossing with events that make this new incursion completely different.
And the most difficult thing is to really take off from the happy game. In fact, as much as I know in advance what kind of deck I want to play, the random cards that are offered to me (which can be controlled to some extent, because they always give us a choice between several) they will never be exactly the same. This allows me to discover new strategies or reconstruct the one I had in mind along the way, adapting to the situation. All this without counting the relics that I find, that have been passive skills and that remarkably influence in how we deal with the fighting.
It is impossible to know in detail how the game is going to go, but we have enough short-term situation control as to carve our own way. Skill and experience are demonstrated when we are able to turn those little immediate decisions into long term investments to make sure we get as far as possible. What he said before the little puzzles that were part of a whole, where even the first decisions count at the end.
I have established the parallel with the competitive JCCs at the beginning of the article just to put the mechanical approach of Slay the Spire to this of the little cards. It really has little to do with Magic or Hearthstone; It is not your goal to look like them, much less. What he wants is to create a direct experience, simple to understand, difficult to master, and infinitely replayable. The result is magnificent, and proof of this is that more than once I have fooled myself by telling myself that I was only going to play a game, then end up throwing two or three.
It's a game very dangerous when you have things to do, but let's see if this time I try to use this type of mallet and see what happens …