[JSR] Slay the Spire: Review
When playing Slay the Spire, it feels great when you find all of the right cards for the deck/play style that you were hoping for. But you aren’t always so lucky, and the challenge of Slay the Spire is how you adapt your strategy based on what cards are actually offered to you, and what events are coming up on your run. And while it can be frustrating to build toward a specific deck and simply never find the right card you need to make it really work, a perk of these runs is that they’re short, and so it’s not too hard to brush off a loss and try again.
Outside of cards, you can also find Potions that give you temporary boosts. However, the most exciting finds are the Relics. They can be found in chests and from beating bosses or special elite enemies, and they offer permanent, and often significant, advantages. Some are as simple as a permanent attack boost, while others will do things like transform almost every card in your deck. The more you have, the crazier things get. I love the fact that many of these Relics have drawbacks to go along with their perk, which adds to your pile of difficult decisions. For example, there are Relics that increase the amount of mana you have to play cards at the cost of not being able to heal or gain gold.
Slay the Spire takes some of the best parts of deck-building games, roguelikes, and dungeon crawlers and mixes them into a new and extremely satisfying game. It encourages experimentation, risk taking, adaptability, and will challenge you immensely as you navigate your way through floor after floor of entertaining fights.
with the Korea JoongAng Daily
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