Slay the Spire

Slay the Spire

The Fallen
25 Comments
glennvtx 10 Jun @ 11:15am 
AMAZING MOD. PLEASE UPDATE THIS MORE!! just needs some brush ups on balance and art and this is a good character period!!
Winged Espeon 2 Jul, 2024 @ 7:17pm 
I had an urge to play this character again today for some reason, and managed to get an a20 heart win. It was the complete god run as far as this character goes.I sniped the super elite with lament in act 1, got gyra from the first elite and lifted to offset the characters low damage. I got coffee dripper from the first boss letting me make up for the lack of upgrades from lifting, then got bites in early act 2 to offset the downside of dripper, got gremlin horn, pocket watch, and eventually unceasing top to offset the lack of draw, use omamori to block the curse from calling bell, used the other charge on 999 gold and hit 3 shops in act 3, got master of strategy and impatience from memory stone, duped impatience+ with a mirror at the second shop, and all this was just barley enough to squeak out a win. The character is still very underpowered.
Rainy 25 Feb, 2024 @ 8:53am 
Amazing mod with amazing artwork and alternate rare upgrade art cards
Fenragon 16 Apr, 2023 @ 9:18am 
I love this design. I like how cosmically horrific this character looks and feels like.
It's a very elegant design without too much superfluous keywords that easy to understand at first glance, but has a lot of depth.

Does the character have a story? Why did they come to the spire?
Skyfall Terminus 9 Mar, 2023 @ 5:05am 
I'll wait for more balance changes before trying to climb higher, the more I play the more frustrated I felt, way too weak early on with too many hoop I have to jumped just to make it function, and here I thought learning Silent blind was the most frustrating experience I had.
Skyfall Terminus 27 Feb, 2023 @ 7:27pm 
Some rare cards are underwhelming as well, such as Death Grip and Meteor Strike being too costly without offer anything good enough to justify the cost (Death Grip while provide both scaling and damage, it simply provide too little and Elder Form is outright better; and Meteor Strike cost too much to be considered Act 1-2 damage + AOE solution), Supernova is even worse as its too slow.
Honestly, a little expansion on the Fallen's exclusive relic loadout might remedy some issue. A relic mimicking Tool of the Trade or Master Reality is something worth consider adding. Overall there's a lot of rough edges and definitely require more polishing, but I can see the potential, which imo kinda neccessary because I can't imagine going A with this character at all lol
Skyfall Terminus 27 Feb, 2023 @ 7:27pm 
Ichor is fun, 1 shot everything after 4-5 turn of turtling with 200+ strike is just bliss, but imo that doesn't justify the weak common cards, as those make the whole run really difficult. I have trouble building frontload damage to deal with the Elites, and I lack method to scale into Act 2 hallway fight except Weeping Wound + Voidborn hyper Ichor-stacking, which is pretty serious because that's the only build ever managed to win the Heart. I suggest raise the general damage value of most cards, this class really lack the power to build momentum.
Skyfall Terminus 27 Feb, 2023 @ 7:27pm 
Criminally underrated, slaying the Spire as an eldritch Lovecraftian entity just scratch my itch perfectly. Also Shoggoth is a nice breathing room in Act 2 for everyone, I really appreciate that. The character itself felt really underwhelming however, with the card kit really all over the place, like most of your ideas (Max HP as resource, Madness, Memory cards,) are rather underdeveloped, especially Madness and Memory as the Fallen have too little tool for hand manipulate to effectively exploint them. Memory has Impurity, but that card needs Innate to support Memory build.
Nordos/atord 12 Dec, 2022 @ 11:29pm 
Memories feel too slow. But a big problem is, that there is a lack of synergy. Memories also has barely any synergies, especially with madness.
- How about giving them Eternal? That would allow them more synergies as exhaust fodder.
- if they are Eternal, ideally make them a Status card? That would allow it to be syergistic with stuff like Void Born or Weeping Wounds. It also allows the medical kit to 'play out' memories.

This whole character generally is slower, with Ichor, Memories, or Ripostes. Maybe add an innate block card? Also, I like the exhaust pile synergies, is there any plan to expand upon it? Maybe the counterpart to the Quasar - instead costing 2 and generating cards that generate block instead of damage?
Nordos/atord 12 Dec, 2022 @ 7:30am 
I do have to say, I quite like this mod. Still, there are some things I have to agree on with the other commentors:
- temporary HP is too weak. There are few synergies, and the ammount is generally pitiful. The problem is, to really take advantage of it, you need block or intangible in order to preserve it. The Entangled cards have, if you look at it that way, a negative synergy with it, since you need even more block. If possible, change the '-max HP', to first affect temporary HP?
- Ichor feels weak early on. I haven't played an Ichor build yet, but the fact that each attack takes two stacks away seems a bit too much. Maybe reduce it to 1 stack?
- most cards NEED to be upgraded. They are just so much better post upgrade, that you basically want to use every rest site you can.
- If you can, please change the way Madness is shown. Instead of a 5, I would ideally like to see an X or similar.
Winged Espeon 5 Dec, 2022 @ 5:40pm 
I have found that character to be extremly weak. Many of the attack commons don't do more damage than strike, making dealing damage early very hard. The non basic starter cards are also very weak, usualy being worse than basic strikes/defends. Memories are also very weak as they do nothing the turn you draw them.

I suggest adding card draw with optinal discard to the characts kit. This would play nicely with madness while still letting you draw cards, and make memories+madness less nonbo. I would also sugest reducing the cost of dark heart to 1 and making the other starter apply 2 more ichor.
oxidealloy  [author] 26 Nov, 2022 @ 10:06pm 
@Osprey Thank you for the feedback. I do plan on trying some balances and minor edits in the future but I'm pretty slow. You are more than welcome to fork and tweak things if you would like. If you end up making anything I'd love to see it.
Osprey 20 Nov, 2022 @ 8:52am 
Hey @oxidealloy I've been enjoying this character. I really commend you for the card art, especially for upgraded rares.

Are there plans for balance adjustments? if not I'd love to ask for permission to fork the project and experiment with some myself (of course giving you the credit for all the hard work you put into him)

Notably I'd like to
- Tweak the starting relic a bit. I was theorizing reducing the character's starting max hp, removing the 1 max hp each floor and replacing it with maybe 4-5 for each elite/boss fight. It feels like it gives too much innate power without awarding player decision making for pathing.
- Experiment with adding a little bit of card draw to the kit
- Nerf elder form to only affect the first attack played each turn
- A few more things that don't fit within the 1000 character limit
The Nonexistent One 14 Nov, 2022 @ 7:31pm 
Like the form card that you made, turning everything into transient while forceing you to still block is cool.
plaidman 6 Nov, 2022 @ 4:16am 
I enjoyed the character mechanics but the card descriptions need a little bit of polish. Draw pile instead of library. Most attack cards "deal X damage" but there are a couple that "deal damage X" or just "deal X". Also the keyword "block" should be capitalized.
zrgrush 4 Nov, 2022 @ 10:35pm 
I really like the mod, especially the arts used. There are some imbalances but that is to be expected of a mod that appears to have received little attention. I also like the interesting but not overly confusing mechanics, and the character's themes in general.

Madness is an extremely powerful synergy, especially with open mind being a common power. I managed to accrue 6 of them with frozen heart. However, the lack of draw on this character means even an extremely powerful deck can die, especially to enemies that give statuses.
I think the temporary hp cards are interesting, but kind of useless since nothing synergizes with it, perhaps you could change them into card drawing things?

Also I believe this "library" is actually just the draw pile?
kubo 31 Oct, 2022 @ 9:35am 
thank you @oxidealloy. I can now experiment with cards and learn more about how they work and also about the madness mechanic :)
oxidealloy  [author] 31 Oct, 2022 @ 8:16am 
@kubo the cards are under thestarknight in the console. A few of the cards also use different names in the code than in the game (sorry my code is messy).
kubo 30 Oct, 2022 @ 10:42am 
I am enjoying and exploring the mod. I appreciate your work, sir :) I have a question: how to access the cards (what are the card keywords) in the console?
klulk 25 Oct, 2022 @ 8:37pm 
oh i thought it was just the card texture
_charone 24 Oct, 2022 @ 10:39pm 
nice artworks!
pgames-food 23 Oct, 2022 @ 5:21pm 
i never noticed this before, must have missed it in march :)
looks interesting :)
CaptainYikes 23 Oct, 2022 @ 10:29am 
Elder Form is too OP, imo.
oxidealloy  [author] 22 Oct, 2022 @ 10:41pm 
@klulk Yeah, it's meant to be a full art replacement for the normal artwork.
klulk 21 Oct, 2022 @ 7:20am 
The mosaic covers the original picture of the rare cards when upgraded.