Pros:
+ the progenitor of the modern deck builder roguelike
+ addictive gameplay loop of risk and reward
+ card based system allows for building infinitely novel decks and strategies
+ systems and interactions are quick to learn but hard to master
+ energy system is an inspired choice for the combat design
+ map generation system usually creates a number of viable routes
+ bosses of each floor are visible from the beginning and allow for preparation
+ information on the map and all card piles are available at any moment
+ the four chracters play entirely differently and have their own decks
+ unlockable cards and reclics are motivating elements
+ card interactions are visually emphasized
+ relics and potions can modify all elements of gameplay
+ event rooms are always interesting and rich in variety
+ one event room in particular allows interactions between runs
+ requisites needed to unlock the final boss are smartly implemented
+ trophies are used to imply different ways of playing
+ enemy behavior is not entirely random, making preparation for fights possible
+ relation between randomness and strategical action is smartly designed ...


Cons:
- ... but the general difficulty is frustratingly high throughout
- low-quality watercolor graphics and enemy designs lack polish
- animations and the visual impact of cards on enemies are either non-existent or subpar
- runs can suddenly end because of a lost coin flip
- one relic draw can make or break a run
- some boss relics are useless and make winning effectively impossible
- relics and potions cannot be sold, relics cannot be discarded
- keeping track of relic effects often gets too complex and confusing
- upgrading cards is often not all that effective
- due to enemies' damage increase, fights are effectively on a timer
- some enemies can use two actions in a single turn
- small mistakes at the beginning can cascade to unwinnable boss fight
- unlocking the final boss is time consuming and artificially extends the playtime
- not all characters are equally effective in defeating specific challenges
- at over 70-80 minutes, runs often feel too long
- glitches in internal logic: relic attacks don't trigger proper enemy response (see birds in Act 2)
- technical performance is choopy, including frequent slowdowns when using or getting certain cards
- the music is not made for hours of playing at a time, but you will probably turn it off anyway

Magic Moment: Using a potion to use an attack card twice and just obliterating a tough enemy in a single turn.
Best Character: The Watcher, the tactical options provided by the stance system are rich and satisfying.

Playtime: More than I would like to admit, beat the full game at base difficulty with 2 out of 4 characters.


Verdict:
Slay the Spire is without doubt a phenomenon. As perhaps the first major deck builder roguelike, the team practically invented the card based combat system that countless others have copied since the game's release in 2019. The different decks for the four characters allow for an astronomical amount of combat strategies and interactions, and the makers managed to create the feeling of being in control of the action despite the inherent randomness of a card based system. Still, even when the "one more run" loop kicks in, the generally brutal difficulty of Slay the Spire and the constant influence of the butterfly effect leads to a lot of frustration and wasted runs that are also too much dependent on relics and specific potions.

Sure, some copycats might have improved on the design of Slay the Spire and especially on its subpar presentation, but cannot go wrong with the granddaddy of the genre and should absolutely play this if you want something to consume your life for a few weeks. Still, you should absolutely stop when you are not having fun anymore, and one playthrough is certainly enough.

Reviewed on Jun 24, 2023


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