Slay the Spire

Slay the Spire

Skul: The Hero Slayer
Svitasch  [developer] 26 Aug, 2023 @ 9:10am
Feedback
If you've got any feedback or suggestions, tell me about them here!
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Showing 1-15 of 18 comments
I love the artwork and design of this character! Its amazing when you change in all his different outfits and the animations are awesome aswell!!! Gameplay is also really interest but also a little complex at first! Much love <3
Svitasch  [developer] 27 Aug, 2023 @ 2:36am 
Thanks a ton! I'm sure the devs for Skul appreciate the compliment more than I ever could - their artstyle's pretty high up there! Is the way he works too complicated? I tried my best to slim it down towards bite-sized, but...the Skulls still have a good chunk of text on them no matter how small I try and cram it.
Last edited by Svitasch; 27 Aug, 2023 @ 2:37am
Once i had a build going it was pretty fun, also liked that ascenscion 1 wasnt too easy or overpowered like with other modded characters. Some more Powers would be cool, and Act 1 is really hard when you dont get a good damage skull or high damage card.
wbfw109 27 Aug, 2023 @ 2:51pm 
Funny mechanisms.
but I think there are lack of cards that deepen each skull's personalities.
This means that the higher I go up the floor, the harder it is to kill monsters even if I have many relics.
Svitasch  [developer] 27 Aug, 2023 @ 9:47pm 
I've given him a little bump-up! Some of the more difficult-to-take cards should be stronger at their roles so that they're more reasonable takes without using specifically the skull related to them, and some cards have been tweaked to more push what they do. Tell me how it goes!
wbfw109 28 Aug, 2023 @ 12:55pm 
Thanks for patch.

I've played with two skulls (Little Bone, Hunter) and finally cleared ascension 20 with many mods (acts are Menagerie, Elementarium,, the Abyss series).

I think Little Bone skull is unconditionally necessary with any other one because (Passive: Take 1 less damage. Bonepile: Gain 2 Block) is best choice for taking defense, Also (Swap: Gain 2 energies) effect is incomparably versatile.
Svitasch  [developer] 28 Aug, 2023 @ 3:09pm 
I wanted Little Bone to be a flexible pair for any Skull so that the player can always have a fallback if they don't find a good pair for the Skull they're using, but sounds like I might have overshot?

Do you think Little Bone would become less mandatory if he had more defensive tools to make his Bonepile less important, or is the energy on swap just pushing him that far?
wbfw109 28 Aug, 2023 @ 7:51pm 
You know exactly the reasons.

Firstly, skull Dark Paladin's Dark power and Warrior's charge are required to stacks in order to exploit skull's personality. it means It may be useless until that time. even Warrior's Charge stacks are disappeared when use attack.
Compared to that, skull Little Bone's Passive and Bonepile are easy to apply if I simply swap skull or trigger a single Bonepile, it is useful with some skulls that require some time to affect abilities like Hunter's Arrow, Great Warlock's Concentration.

Secondly, Little Bone's Swap energy means that I can get two energy every two turns. energies can be used to use attack, skill, power or consume status card. If other Swap effect is not attractive than or equal this, Little Bone's Swap effect may be still best choice in order to properly prepare fights.
Last edited by wbfw109; 28 Aug, 2023 @ 8:07pm
giftedfox 28 Aug, 2023 @ 9:08pm 
Here is my feedback, it is a bit short because I don't want this to be too long.

Little Bone: This is pretty great and makes it the perfect thing to swap too in order to keep playing when you are out of energy.
Champion: This is very underwhelming. The idea of this is great, you are in wrath so you do double damage. If you bonepile then you get 2 hp heal when you get hit. Then if you do get hit whatever damage you get the enemy gets back on the counter. My biggest issue with it is that the character itself doesn't start with very much health and lacks any real way to heal. You also cannot swap out to remove the wrath and you are basically stuck using this skull in order to make the full use of the counter ability.
Gamble: This one is a pretty good one. It stuffs your deck with free draws that increase your damage on the next hit. Every card has a 20% (double if you swapped into it) to get strength, defense, or focus. This is great on the slow games that this mod forces you to do. There is one card that killed me twice that is pretty worthless is the roulette card. It simply does too much damage to the player to even make it even worth using. A good choice would be to rework that card into giving the player a random buff or debuff. Like 4% chance to get the best buff like buffer, double shot, metallic, ect then 26% chance of the standard buff, 4% of the worst debuff like slow, confusion, or the debuff that causes you to stuff your deck with daze when you play a skill then 26% of the other normal debuffs. 40% chance it does nothing. Just a thought, at least with that I can consider using the card since it won't kill my character.
Archer: On its own it looks good. The arrow orbs does damage when it triggers (forces all arrow orbs to trigger at once) and when you swap into this skull it increases your orb slot by one. This one forces you to play the slow game as there isn't a good way to increase your focus besides using gamble. The best way I can think to help this skull out is the remove the exhaust effect on the one card (forgot the name, sorry) that only increased your focus by one (by two on upgrade). This way I don't have to stress on not having the right set up when I draw that card. With the exhaust effect I think that is too much of a punishment while the focus buff is only there for one turn anyways.

I have played the others but didn't had any thoughts of them at the moment. Will do a later update when I get my thoughts more in order.
Svitasch  [developer] 28 Aug, 2023 @ 11:43pm 
Thanks for the feedback you two! As far as immediate updates: Champion's Bonepile, Siege Shot, Full Charge, and Russian Roulette have all gotten changes. Champion's change is just a small bump, while the rest are small but more impactful.

Some more cards will get added to Little Bone as a whole later to smooth out some holes in the character's kit - especially as far as drawpower is concerned.

Additionally, Clown has brought two new cards to the table. One tailored for him and one entirely generic draw card with an upgrade that's more of a sidegrade.
giftedfox 31 Aug, 2023 @ 2:13am 
Played the Clown skull and I can say that one is by far the winner in terms of power and being somewhat reliable depending on what other mods you have on. The fact that is creates any cards from any character with zero cost to play can make a very chaotic battle but more towards the player favor. I rarely found a reason to even switch skulls since that is too slow for the main function it has.
I would make that card Rare than Uncommon since it removes the need to have energy and to even pick up new cards after each battle.
If not that, then maybe create a power support card that unlocks rarity cards in the draw pool.
That might level out the clown skull power level compared to the other ones.

Also saw the Champion's change and even though small it did help a whole lot in making it more functional for the gimmick it is going for.
Svitasch  [developer] 31 Aug, 2023 @ 12:33pm 
The intent was for Clown to be very strong upfront, but to get weaker as the draw pile filled with weakened 0-cost cards that don't Bonepile more and don't necessarily draw - like drawing curses, almost, in that you end up with a full hand that doesn't compare to one real card.

I'll do some more test runs, and if needed I'll consider giving Clown's card generation a facelift to put him in a more reasonable spot compared to the other Skulls. The first thing I'm thinking of is either making all the generated cards shuffle into the draw pile when played or making them cost 1 after the first time to emphasize the weakness 'after' instead of reducing the power 'before'.
Jack 13 Oct, 2023 @ 12:31am 
Hey great mod, but I kinda 1 concern.

Would it be possible to rename "Charge"? I'm worried that it might mess up with a card concept I am planning on doiing in terms of coding. Or at least rename it to "Strike Charge"?

You might want to rename "Reshuffled" as well, since there is a card effect called "Reshuffle". Maybe "Deck Refilled"? or something similar?

Also I think maybe Imitation cards should be Purged instead of exhausted.
Last edited by Jack; 13 Oct, 2023 @ 12:35am
Svitasch  [developer] 15 Oct, 2023 @ 4:47pm 
No worries, Jack!
Charge in the code looks more like SkulMod:Charge and gets shortened to "Charge" visibly! This is true for most modern mods that use a base like BaseMod, so following the guide instructions they come with conflicts like that are pretty rare. The modding community really went above and beyond on it!

I'm...not quite sure what you mean? Reshuffle is the basegame action for when your discard pile is shuffled back into your draw pile, rather than any unique mechanic or anything of the sort. Werewolf just triggers at that time or causes it to happen early.

Edit: Whoops, forgot to reply to the last point. You're 100% correct. I just need to change it which'll happen eventually.
Last edited by Svitasch; 15 Oct, 2023 @ 4:48pm
Puck 11 Dec, 2023 @ 9:24am 
Hi, I may have missed this in the patch notes, but with controller support on, how do you swap heads? I have tried a few times at different stages of combat, and it just seems to end the turn.

Great mod though. we are playing the original game in our house, so to see this was really cheery!
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