Slay the Spire

Slay the Spire

ClockworkMod
67 Comments
rickymomo 6 Dec, 2024 @ 10:38pm 
i love this mod. but beating the cultist + chosen fight in act 2 feels impossible as this character
SMM Emperor Lucifer 1 Nov, 2022 @ 9:59am 
At the start of each turn, draw a card from your exhaust pile. Then exhaust the first card you use every turn. Now that's what you call smoking exhaust fumes.
旅渚Lastcel 19 Jan, 2021 @ 8:15am 
Hello, I like this mod very much, it's enjoyable. If you don't mind, I'd like to translate this mod into Simplified Chinese and give you the files somehow.
Anusien 29 Sep, 2020 @ 11:44am 
The point of basic cards is that they're supposed to be basic.
ScuggieGamer 12 Jul, 2020 @ 5:14pm 
the entangle property does not work with the card madness?
Aquaductape 27 Jan, 2020 @ 7:20am 
It would be great to get an update on this mod. It has a really interesting concept, It's a huge shame to see it in a completely unplayable state.
turretboi 23 Jan, 2020 @ 10:05am 
Please update this to work with 2.0.
As this is one of my all-time favorite mods, it would be greatly appreciated.
Aquaductape 20 Jan, 2020 @ 6:12pm 
Is there any chance of this mod being updated? Right now it seems I can't play with it on the latest version.
Surthy 8 Dec, 2019 @ 12:01pm 
Love the sound effect. For everyone saying early game is impossible I recommend also using the isaac mod with this class and resetting until you start with epic fetus. Gives good early game damage and has synergy with the warm up card.
Lugaru 27 May, 2019 @ 6:28am 
One more thing... some way to interact with status cards would be great, such as turning them into cogs or something else that is useful to the Clockwork.
Lugaru 27 May, 2019 @ 5:39am 
I'm obsessed with this character, even though I mostly lose I can create some really cool engines. Needs something... I get that Statuses are not this characters domain but he should make use of Artifact. That would make his weak cards less weak at the start. He could either start with 1 artifact or gain a stack from either of his two starter cards. Also I would love a reapair card similar to the Defect. It fits the characters concept well (he tinkers and fixes himself).
Darklordkirby 18 May, 2019 @ 3:18am 
desperately needs balancing. card costs are all over the place while being weak. lack of big hits and heavy relience on skills makes goblin even more unreasonable then it already is. character is weak like silent without discarding, shivs, or poison. a extremely frustraiting 20 runs. great late game but bad start, early game. expect bad times
Mind4u2cn 9 May, 2019 @ 1:30pm 
This is great character that can get stupid powerful over time providing you survive the first act. I had to abandon the game on endless after every card played did 15 damage and I had amassed 30 starting thorns and 5 momentum. The power curve on this character is crazy.
littleblaze 13 Apr, 2019 @ 10:48pm 
At first I found this character weak and couldn't get very far at all but then discovered cogs + small deck wins every fight pretty easily. I may have the exact effects wrong but there is some power that gives you cogs when you draw enough cards combined with cogs giving you card draw for free if your deck is small enough that you can hold the entire deck you can play a cog draw a cog over and over until you win. I haven't tried too many other builds but think they may be too slow. I like the idea of it.
Charlie 24 Mar, 2019 @ 12:04am 
Creative and interesting! The first few times I played it I had a lot of fun trying to find the minimally greedy route through act 1. Two gripes: a lot of the upgrade cards reward you for playing the fights verrrryyyy sssllllloooooooooowwwwwwlllllllllyyyyyyyyyy. For player experience, maybe try to make Tinker and similar cards a little "faster" (e.g. make it cost 2, give double the effect, and maybe give you some block, but you only get to do it once). Second gripe is that infinite combo is too easy. There's just too much card draw and cost reduction lying around - winning with cogs is nice and all, but it takes away from what I really found interesting, which was having to re-evaluate how I was going to get stronger in act 1.
Big Kusa Time 15 Mar, 2019 @ 11:55pm 
This character is WAY too slow for some of the fights, such as the big red angry goblin elite and the trio of bird cultists. He's also an instant loss against the Time Eater. I dont think he'd be viable even if he started with 100 hp.
bullettime 11 Mar, 2019 @ 8:38pm 
Love this mod. Took me a bit to realize I shouldn't run at elites until at least act 2, but it's tons of fun on endless runs.

One bug I noticed is that the perfect form only reduces cost. It doesn't buff the damage/block value like the card reads.
Heinermann 4 Mar, 2019 @ 7:41pm 
Got an exception when loading my save file: https://pastebin.com/fLNZCUYY
Rucker 4 Mar, 2019 @ 4:16pm 
I had a fun first run with this character beating the awakened one and corrupt heart easily. My only complaint is that I often had to drag fights out to get all my tinker plays in.
casqueblond 1 Mar, 2019 @ 1:26am 
I find the caracter and cards perfectly balanced ^^ it's hard at start but you become powerfull with time (as long as you max your defenses first), but not completly brokken :) there are some cool mechanics but noone is overpower imo
Mystcleaner [B€.Fr] 26 Feb, 2019 @ 4:44am 
one of the worst character ever, you cannot fight elites at all ... the ramping up is way to slow
Mom 18 Feb, 2019 @ 3:02pm 
Character is pretty unplayable early game. Dies to literally one cultist because it cannot deal enough damage with the starting deck.
bear 15 Feb, 2019 @ 12:22pm 
Might want to change "Stasis" to a keyword that's not already in the base game. It gives the base game description when in your hand, but a different effect when active.
Forgoten Null 9 Feb, 2019 @ 6:22pm 
Love the concept, I think it's fine that the character has a weak early game because there's a lot of decision making and building and stacking you can do to mitigate your chance of dying in the first couple of levels. The character seems to become pretty consistently powerful late game, but honestly I like that more than the way the standard characters work (AKA, you just lose if you get unlucky)

Consider softening the momentum sound effect though, or adding a little visual cue to help people figure out what's going on. It doesn't really quite sound like it comes from the game and for a minute I thought I was going insane when I first played the character.
Zubon 9 Feb, 2019 @ 3:32pm 
The mod has potential and a fun concept, but it starts to weak and either hits a wall (and dies) or ends too strong. More dependent than most characters on getting a good combo, either unstoppable or useless based on whether that combo comes together.
Reste 9 Feb, 2019 @ 4:26am 
.
defaultchar 6 Feb, 2019 @ 12:58pm 
The starting "Grant stats to a card" card is beyond broken: The win strat for this character is basically "Don't add cards to deck ever, remove as much as possible, upgrade your blocks as much as you can every fight".
Core issue is character is kinda bad until late act 2, so you just avoid elites and milk as much value as you can from common enemies. Not a super engaging playstyle?
IceVersion.exe 6 Feb, 2019 @ 12:05pm 
There's no middle ground for this character. Either you die like an idiot or you get some broken combo that makes the game trivial. Not my idea of a fun character.
Shiana 6 Feb, 2019 @ 10:54am 
Bad mechanics, that just don't work with many of the mini bosses like the gremlin nob: he gains strength for every non-attack card you play. Yay to all those draw and cog cards....
Lozareth 6 Feb, 2019 @ 10:45am 
Love this character on just one play through. I loaded up on Cog Shields and just spammed Helical Cogs to get massive block and breezed to a win. I probably would've been boned if the Act 3 boss was Time Eater though.
MagicMarshmallo25 6 Feb, 2019 @ 10:23am 
Also if you fight the gremlin mini boss in act one: you die horribly
MagicMarshmallo25 6 Feb, 2019 @ 10:08am 
Very interesting and fun charachter, but from my test runs it could use some slight boosts.
Raineh Daze 6 Feb, 2019 @ 8:50am 
Sorely needs buffing so that anything other than lucking into some broken combo is actually fun to play. Otherwise, even common enemies trivially outdamage you or break your defences. Especially with the number of enemies that cause Frail, the terrible Block you have doesn't help.

Too many 3-cost ethereal cards.

The whole "slowly gain power" thing doesn't work when you just take more damage before you can get to a functional level of power. Take Beaked for an example of when this works--you can get +3 str a turn and survive just because playing anything is a tiny heal.

Here, we have momentum (relying on redrawing the same cards) and, say, Reactive Nanites. +1 plated armour at the start of a turn is less than useless if you can't get enough block anyway to not really NEED it, and if you can't survive to take hits then thorns won't do you any good.
Kijiroshi 6 Feb, 2019 @ 8:06am 
Woah. Never, EVER have I commented on someone's mod but I got to say, this character is really neat! Congrats on the amazing work! It def needs some tweaking but still, some really great ideas and executions. Keep it up, please! :cozypoechris:
Xoff 6 Feb, 2019 @ 4:23am 
It is really weak if you play by taking rewards and growing your deck. I managed to win by only choosing cards with limited use (power or etheral), removing as many cards as possible (I removed as much shields and attacks as possible). With a small deck,
and the ability to make cogs, it's possible to win.
But the character is weak, especially against monsters that become more and more dangerous by gaining strength or other powers or by crippling you with less strength, because you need some time to settle...
Anyway, I really like this mod, the ideas are very neat. Some way to change the title of a card to know how much permanent tinkering is on would be very useful. Maybe one point of free tinker on a random card at the start of each fight would help also.
Good job ! :lunar2019coolpig:
RavenGr 6 Feb, 2019 @ 2:27am 
It would be nice if strikes and shields looked a little different from each other, or had different names for when I am making tinker decisions. Right now I can't tell if it's a shield with 5 block because of momentum or tinkering. I could pay a ton of attention and track each individual card at all times so that there are less cases of it, but it would be nice to just be able to open the deck screen and check
mis 6 Feb, 2019 @ 2:18am 
this character only have cog build? i tried other deck but it sucks and unwinable
sango213 5 Feb, 2019 @ 5:41pm 
Perhaps one of the most underpowered characters I've seen on the workshop yet. (Then again, I've gotten like 3 cog cards in 3 runs.) That's interesting.
It really does rather rely on abusing certain inordinately powerful combos, relative to the rest of the card set such as permanent bonus'd Quantum Strike with Perfected Form while removing all other...well, cards, but mostly the pathetic attacks.
It is rather frustrating how much damage you are forced to take from the little guys by the sheer fact that all of your defenses suck...like...really suck, and only get better in a tiny deck...which you don't have, without some lucky "exhaust something" cards.
It's doubly frustrating when you come across a cultist....multiple times...because they severely outscale you. I mean, that's their gimmik, but this character has no answer for that outside of a cog build.
sango213 5 Feb, 2019 @ 3:38pm 
Woah. That clicking noise is immediately obnoxious. I did not expect that. Thanks for letting us know about how to toggle it off.
Karl Ernst Rasch 5 Feb, 2019 @ 1:47pm 
More info, photos, etc would make this interesting, otherwise is more of a dicing, at first it just looks like a copy/rework for echo form
THANKS OBAMA 5 Feb, 2019 @ 12:33pm 
Played with this back when it was on the github, it was pretty fun but Cogs felt a bit overpowered with how fast it all snowballs out of control. Most of the fun I ended up having was in purposely ignoring the Cogs and playing it just as a build up.
Kregeth 5 Feb, 2019 @ 12:07pm 
this mod is amazing, having a blast with it so far.
Squid Snack 5 Feb, 2019 @ 6:28am 
Cool card! Should be either 1 cost, 2 damage or 2 block, it would still be op :lunar2019piginablanket:
zarat.us 5 Feb, 2019 @ 2:02am 
@rasdan Tinker is permanent, but you also get a temporary bonus for each time you've played the card. So, for basic Strike cards, the damage is (4) + (times you tinkered the card in the game) + (times you played the card this combat)
rasdan 4 Feb, 2019 @ 8:42pm 
@Auraoftheflame It's not for me, weird.
Lokuskt 4 Feb, 2019 @ 8:00pm 
fantastic mod from what little I've seen so far, I got a lucky card very early on that purged 3 strikes, was able to remove the defends via events, and roll with a tiny cog-based deck. Character seems like they have a bunch of interesting powers, so I'm hoping for a mummified hand run next. I can imagine the low starting numbers cripple this character on higher ascensions, though.
AuraoftheFlame 4 Feb, 2019 @ 7:45pm 
@rasdan the Tinker card is definitely permanent
Zubon 4 Feb, 2019 @ 5:22pm 
I just had a Cultist as my first enemy with the Clockwork. If anything demonstrates the early game balance problem, it is having a Cultist as the first enemy when all your cards start with 4 damage/block.
Bun 4 Feb, 2019 @ 5:03pm 
Its a fun design, but a slog to play some builds. Permanent effects are far too powerful, and cogs make each fight last an extra 2 minutes.

May need a balance pass, and a Quality of life (Autoplay) effect on Cogs.
rasdan 4 Feb, 2019 @ 11:36am 
The "Tinker" card's effect doesn't match the wording on the card. The card says permanently increase, but the increase is only per combat. Otherwise, this is fun but somewhat underpowered when first starting out.