As per usual, after playing for a while, the same old, same old problems with the game start to emerge and grow into a bubbling froth of general frustration and irritation that embodies the most common complaint with the game, that of it not feeling quite right in the card drawer department. Like with most random games, one is never sure whether the devs have designed their random so that it simply functions as a means to fuck over the player whenever they want it too or if one is simply being paranoid to the mercy of random. With Slay the Spire, continued play tends one to think towards the former, and quite noticeably so. And it's the noticeability of it that irritates more than any individual case of 'bad luck'. I'll illustrate the point with my latest run, the kind of thing that happens throughout the game & every game:
I'm half way up the third floor, I'm going great guns. I haven't rested once apart from perhaps once before one of the big end-of-floor bosses, can't remember which one. All my cards are upgraded and I've only a couple of Strikes & Defends left each. Most combats I've gone through taking zero overall damage and even when I have taken the odd 20 damage hit then I've gained it all back in the following combats using the Ironclad's starting relic. It's a pretty damn strong hand. The following Elite is the only Elite I've encountered and, aside from this one Elite, going through this guy presents the 'easiest' path through the Third Floor, so this is all still the sensible, low-score but easier win path.
Turn 1:
It's the Intangible, of course. And, oh look, first draw-based irritation already, a no-drawer, defence strong hand when there's no attack incoming & my only attack is the Heavy Blade before I've had a chance to add any strength from all my strength cards, oh, and the True Grit comes in the first hand, the only hand that wont have any Wound cards. Not sure it could have dealt a more irritating first hand from my deck (remaining deck shown in second picture):
All my relics are optimised relics:
Enemies drop 25% more Gold Relic - to help with card removal at shops & buying ideal relics, I have a nice neat 14 card deck (plus 2 wounds from another relic) which includes 2 exhausting cards & an upgraded True Grit to get rid of wounds.
+1 Energy & +1 Card Drawer when an enemy dies Relic - adding to my two Shrug it Off additional drawers, so, of course, it's a solo Elite I face.
+1 Strength Relic - so even a bum Limit Break starting hand has a use.
+1 Energy but you get 2 Wounds Relic
+1 Energy but you get no Potions Relic - so energy is no longer an issue at all.
+2 Energy every 3 Deck Shuffles Relic - but the combats rarely last that long, can't remember any.
but most importantly, my latest purchase:
Vulnerable Enemies now take 75% more damage instead of 50% Relic - Boom.
Can Play Curses Relic - for those late game bummer Events.
As you can see from my deck below, it's really just a matter of going through the motions now...
So I play the first two no-brainer cards, the heavy Blade & the Disarm.
The green circle cloud above the Intangibles head mean he's about to shove 3 Burn cards into my discard pile:
Turn 2:
He's now intangible, so attacks are useless. His attack is weak at this point so this is a great opportunity to buff and debuff… oh, wait, it didn't drawer me the more useful strength cards, it drew me the most unfortunate one that will simply double my single strength. Oh well, guess I better use that Shrug-it-Off to drawer something more useful:
Oh...
It drew me a Strike...
Hmmm, Well...
I'll need to Bash him anyway, to apply the Vulnerable & I'll need to use the Limit Break so that leaves just one Energy left, so it would be pointless playing the other SiO for another drawer. The game does seem to like bunching-up identical cards. It really does.
So the best option here is just to play the Bash, double my strength & finish off with a Strike. You never know, that one extra HP might be crucial at the end of the fight:
Turn 3:
So far, so good. But also nothing actually good, just nothing bad happened yet. It's an exercise in time wasting atm.
What do I get now? Now that I've had 2 turns to prepare & he's now no longer intangible with a weak attack? Zero defending cards, zero drawer cards, both the Wounds and, finally my preparatory cards. Again, it's a no brainer what to play, I have no decisions to make here:
So, a full three turns before my strength is respectable & the only damage I've dealt has been pecks.
And now I'm going to take damage from an attack of just 6 because my 40% defensive deck couldn't see fit to drawer just one of them in one out of three five card hands:
Turn 4:
First shuffle of my deck & I now have those three burns in my drawer pile.
Well there's a surprise (not), my Spot Weakness has been dealt on a turn where the enemy isn't attacking. And then it's just Strikes and Defends. This would have been a great hand to cycle through some burns as well, but, no, they're all gonna come in one hand I'm quite sure...
Again, I don't want to use the drawing card, the SiO, as I don't want to drawer the Heavy Strike while the Intangible is... Intangible. All the Vulnerable is now wearing off this turn as well, just to rub it in. Oh look, that green thing again, so three more burn cards are going to go into my discard pile. My quick death dealing deck is somehow now suddenly a slow playing 'worst deck ever'.
So all I can do here is two Strikes for 2 damage:
Turn 5:
Oh look, there they are, all the dead cards all dealt at once, precisely when the enemy is about to deal it's mega-damage... and zero attacks for that moment where he's not intangible...
Oh dilemmas dilemmas, whatever shall I do? Lol.
So let's see what magic can happen if I play my only defence/drawer card available:
I'll tell you what magic will happen.. it drew me another dead card, of course, because cards have to arrive as twins.
Oh well, guess I take the hit & buff up that strength doubling again.
*shrugs*
Come at me bro...
Yeah, you can nearly wipe me out in one hit, but just you wait, I've got 18 Strength bro...
Not long now bro...
Turn 6:
At last, a real hand!
I can deal 104 damage &... &... &... oh, wait, he's intangible this turn isn't he... so that's just going to be 1 damage. Oh well, at least I can use the True Grit to Exhaust the Burn & defend myself adequately.
I get the strongest feeling this isn't going to end well...
Six turns in and all I've had is bum drawer after bum drawer...
Turn 7:
Whelp, I'm fucked.
Let's see if the SiO can drawer me a bit of last minute magic...
Yeah...
It drew another Burn... obviously.
So I play my cards anyway... a quick Bash & another doubling of Strength.
I'm going to die with 36 strength, lol. I could kill it with two strikes, but I'm gonna die to a whole combat of fuck all after fuck all.
Game Over.
Only it's not. Because I decided to reload the fight & see if I could effect the drawer by playing my drawer cards differently & running the random generator ragged.
I know full well this is a winning hand & I feel 'cheated' by going down like this. So Im'a gonna cheat back.
Which is the whole irony of dev-designed 'random'-cheating, they think it makes the game more engaging, because people will rush back to play "that hard game" again, but, in reality, it puts off the observant completely, frustrates & probably causes violence in the households of the blindly dumb & just results in a desire for counter-cheating with more level-headed gaming autists.
Try 2:
Oh look, got him down to 3 health this time before it drew me 3 Burns in one hand:
Try 3:
Yup, he's dead.
I knew my hand was fine & it was just the drawers.
I even have over half my health still (Ironclad regens 6 at the end of combat):
What a load of old bollocks this game can be when you get too used to it.
Two fights later:
Triplets eh... So I guess adding that third Shrug it Off doesn't really help spread defending cards across my deck at all really does it...
Just to prove it was a winning hand:
Bye-bye Donnu, t'was fun I'm sure...
As you can see, a fairly boring and routine run as well:
I got the Speedster score, as I do with most runs now, as it usually takes less than an hour to barge through the game, but that does neglect the half hour of reloads required to 'work around' the game's internal bollocks.
Which is wearing when you find yourself doing that kind of thing more often that you'd like to.
And there you have, summed up, the crux of the continuing issue with the game. The same issue that was a complaint when it started & is still the no.1 complaint today:
Is the 'difficulty' entirely dictated by the internal algorithms & is it trying to pretend it's random when really it's not? A sort of fake roguelike, if you will. A
simulated rougelike.
I'm personally not too bothered as, for me, this game represents a more entertaining version of desktop Solitaire & I have about the same amount of trust in it to boot. It's just something I play in those times when in yolden days we'd just play Solitaire for a bit & in that regard the game is a much, much more entertaining version of Solitaire, by a country mile.
But do I 'respect' it as a specifically 'great' game? Not in that sense. It's fun to try and get achievements & it's fun to bash some enemies for a bit, but if you get too into it you'll just start sticking your fingers up at it & need to close it off for a bit.
One of those "You've played 1,000 hours and you hate it & think it's crap?" kind of games? Yeah, kinda, but with this one its more facepalming frustration than hate in the long-term. I wouldn't care if it died but at the same time it serves a useful purpose while it's here. Just like computer Solitaire.