Slay the Spire

Slay the Spire

The Florist
17 Comments
Daydream King 14 Apr @ 5:31am 
This character is very fun to play! The cards fit the theme. Cards feel good to play. Synergies are there. Well done. I think the only thing that would make the mod better is better card art. Affliction is really powerful. Being able to counter act 3 bosses, and the heart from buffing is a nice tool to have. I'm not sure if you're going to add more cards for the Florist. But maybe add a couple more payoffs for exhausting cards. Feel no pain would be sooooo good for the Florist for example.
BigGucciSosa 22 Oct, 2022 @ 7:49am 
This is subtly one of the best mods out there. It's balanced pretty similarly to the base game, and there are plenty of little synergies that make drafting new cards feel good and excitiing from act 1 through 3.


Its biggest flaw is that its a little TOO close to the base game - even Defect and Watcher both feel like more distinct ideas than this, which is pretty much a spin on Silent (Poison + turtling + a couple big damage-dealers). But in a world where most 90% of mods are 'a lot worse than the base game," it's refreshing to play a mod that understands complexity and intuitiveness so well. Easily in my top 10 mods out of 50+ tried, maybe even near my top 5
piccolossj2 21 Aug, 2022 @ 1:15am 
it would be nice if the flower had there own image
Sagil 21 Dec, 2020 @ 3:23am 
Flower text could be more concise. The keyword already explains the basic mechanics, so e.g. "Gain 6 Block. At the end of your turn, increase Block gain by 2" could be shortened to "Gain 6 [+2] Block".
shoobers 4 May, 2020 @ 2:12pm 
Alchyr  [author] 14 Jan, 2020 @ 8:23pm 
updated
Dungeon Explorer Levender 14 Jan, 2020 @ 3:56pm 
Fix it plz ;-;
Tesso 11 Aug, 2019 @ 8:40pm 
This mod is very evocative and has great theme. Great job, and thank you very much for your effort. I think it's positive overall, but I do have some observations/opinions.

The seed mechanics make it too easy to turn any given run into crazy random card nonsense. The equivalent of taking Dead Branch in card form.

There are cards that make it too easy to do mega poison/damage. There are also cards that become impractical the more they upgrade (Lotus). It feels like a lot of the Powers make everything combo together too well.
lompeluiten 10 Mar, 2019 @ 9:35am 
broke it in 2 games. Gave more then 300 poison in 1 turn, getting the combo ready in around 4 turns.
Alchyr  [author] 7 Mar, 2019 @ 4:54pm 
Probably not, I'm pretty lazy.
Blood 7 Mar, 2019 @ 2:43pm 
I guess we aren't getting more updates to this.
Lothar the Magnificent 20 Feb, 2019 @ 11:00am 
I love the decision making this mod requires of you; holding on to Flowers is generally desirable, but choosing when to use them is incredibly important. I'm not sure of how to assess balance personally, but I did find that I ended up with a hand full of flowers that I didn't want to play. Perhaps that was just poor decision making on my part, but certain Flowers did feel like they got too powerful too fast; Narcissus seemed especially impractical after a time; maybe thats the intended design, but I don't want to exhaust my entire hand to draw eleven of one card. Again, I've only played with this character once, but I managed to beat the last boss kinda easily, especially with the power of the temporary HP flower.

TL;DR: Great mod with great designs, perhaps in need of a balance pass :)
Valiant 28 Jan, 2019 @ 5:33am 
This mod is super neat. I am not sure if I just got good picks or if this card is a little OP, but I collected a Pollen early and a couple of Azaleas, Shells and Grows and basically I would put on Pollen and sit there blocking everything and building ludicrious amounts of poison in a short period. Suffice it to say I beat my first run with this character and barely took a scratch, lol
Alchyr  [author] 27 Jan, 2019 @ 3:14pm 
Fun With Danger, that's the main downside of the card :

If you don't play it, you'll end up with a card that you want to play less and less taking up space in your hand, which encourages taking cards that reset the growth of Flowers
SpaceScrew 27 Jan, 2019 @ 6:11am 
great mod with interesting theme!
Flurshin Turlet 26 Jan, 2019 @ 8:17pm 
Great job! This is definitely my favorite character right now.

Are you considering any changes to Morning Glory or are you pretty happy with it right now?
It's a clever card but I often wish it would exhaust when it hits 0 damage because paying the energy cost just to get it out of my hand hurts, then other times when I find myself rolling in energy I can do quite a lot of damage with them.
FrenchCornichon 24 Jan, 2019 @ 11:05am 
Alright so i played this mod a bit, and i must say , there's a lot of potential in this mod !

Pros :
- new tactic where you have to prepare your turns very early

Cons :
- Can't wait to see a change with the card art , i missclicked so many times on flowers i didn't want
- Need to be added a "Retain" specificity for the flowers
- Text on the cards a bit too long and bulky, try making them simpler