Slay The Spire Breaking Down Game Design EP 3

Slay The Spire Breaking Down Game Design EP 3

Game Goal: Slay the spire.

Core Game Experience: Build a custom deck with your character to ascend a mysterious tower filled with loot and enemies.

Game Loop:

  • Slay enemies
  • Get possible gold, relics, and potions and always choose or refrain from adding a new card to your deck
  • Choose next room to explore with shops, campfires, question marks, chests, and more

Game Mechanics:

  • Turn based you going first then the enemy
  • Hero Squad: Choose from one of four characters all with completely unique cards and playstyles (CD3)
  • Every round draw seven cards (CD7, CD3)
  • Every card costs energy
  • Cards can be attacks, defenses, powers, or something else
  • Used cards are put in the discard pile to be reshuffled into your deck once you have used everything
  • Grey cards can be accrued in any run by any character
  • Characters and enemies have limited health which if it reaches zero kills them
  • Shield can block attacks
  • Beating enemies gives a new card to choose from, gold, and a possible relic or potions (CD4)
  • Enemies announce their next move above their head which can be attack, defense, buffs, debuffs to you, spawning more enemies, hidden, or something else
  • Cards are drawn randomly from your active pile (CD7)
  • Potions can be used for special effects anytime in battle (CD3)
  • Items give permanent effects that stick to your character (CD4)
  • Question marks on the map give choices which can be both good or bad (CD7)
  • Legacy Upgrade: Campfires allow you to heal or upgrade a card (CD2)
  • Elite enemies drop great relics (CD4)
  • Shops allow you to spend gold for cards, potions, relics, and to get rid of cards from your deck (CD3)
  • Every floor has a end boss which if killed heals you a ton of health on the next floor
  • If you die you have to restart (CD8)
  • Leaderboard showcasing you compared to other players (CD5)

Game Elements

  • Chance
  • Cards
  • Strategy
  • Randomization
  • Rewards
  • Map
  • Procedural Generation
  • Turn based

Octalysis Breakdown