Slay the Spire

Slay the Spire

The Firefly
34 Comments
Klaadum 28 May @ 6:03pm 
Really excellent character, great art and design
Protogen_Rhythm 2 Nov, 2022 @ 9:05pm 
Account Uncertainty+ says "darw" instead of "draw" lol
Protogen_Rhythm 30 Oct, 2022 @ 4:07am 
Very nice feeling to play as this, did a runic pyramid + defend heavy deck, focusing on cards like Shield Array, Ionized Barrier, Recollection, and more like that. Used cards like Auroral Discharge and Flak Cannon to pass early DPS checks before I got my thorns engine running.

Turns out Nebula Veil can push an ethereal/exhaust engine over the top in terms of producing pseudo-infinite stealth, especially when paired with cards like Cosmogenesis.
KumaTheDestroyer 23 Aug, 2022 @ 7:05pm 
I feel as if mind control+ and quantum tunneling+ are too over tuned... i mean, being able to stun a monster forever allowed me to just continue doing chip damage without taking any, and the card void is already good, giving it draw two as well just seems to powerful. What do you think? I do like the mod however, it introduces a cool lowering enemy's max health ability.
DiCsA 18 Feb, 2022 @ 10:23am 
Very polished gameplay. It's a real deck manipulation character.
Only thing to change would be the color of the skin. It's so close to the background that you won't even notice it.
Tammy Whammy Spammy Mammy Jammy 1 Dec, 2021 @ 9:28am 
I must be playing this character wrong cos I feel extremely underpowered whenever I play this character whoof-

Also Create Clone has a weird interaction with Mark of the Bloom - when you die, you can't end your turn, essentially being softlocked
Your_souL 16 Nov, 2021 @ 1:06pm 
Soo beautiful mod... I was impressed enough to make RUS localization. May I send you .json files? =_)
Zu 29 Jul, 2020 @ 2:09am 
Tfw you don't check the workshop when a solid mod comes out and then it gets shoved to page 2. Slow first run cuz all dat stealth, and inexplicably undertuned in a few places, but it's fun. Makes you appreciate that play order matters without being overbearing.
oriko_mikuni 14 Apr, 2020 @ 10:55pm 
alpha strike didn't count on a strike card.
Blood 19 Mar, 2020 @ 5:45pm 
Upgraded Lazer Barrage does the correct amount of damage, but consumes no energy.
JokerDiablo135 21 Feb, 2020 @ 10:30pm 
The unreality card that adds a card from the discard pile to your hand makes the game crash if doing so makes your discard pile shuffle back into the deck.
Sir dumb of ass 21 Feb, 2020 @ 4:54pm 
I would tend to agree with loco
I'm only on asc 6 but usually act 1 can be challenging (the gremlin nob can kiss my knob) but usually by act 2 the only danger are enemies that outscale my defense
on an another note I have never had a run where precision/wisp/other offensive cards were
worth putting in my deck. is there something I haven't considered or do youu think they couuld use some love ?

anyway it's a great mod and I'm a big fan of durdly defensive deck so it's not that big of an issue.

keep up the good work
Loco 21 Feb, 2020 @ 3:50am 
I'm surprised to see people saying they feel the character is underpowered, I have had the opposite experience. It's a bit too easy in my opinion to layer defenses and stack thorns, to the point where after Act 1 I'm borderline untouchable for the entirety of the rest of the run
Aluminum  [author] 26 Jan, 2020 @ 4:44pm 
With Stealth being reduced by attacks, this requires the player to either have reliable access to Stealth with granular Stealth-gain via cards like Decoy Shot, Full Projection, Exile, or carefully timed Nebula Veil payoffs.

Alternatively, players should budget their Stealth with considerations of key turns in dangerous fights--i.e. ensuring that some Stealth gained via Stealth Mode is left over for the Champ's execute. This of course means that players must be careful about when to attack or indeed if they should use attacks as their primary damage output. This is markedly different from most base-game characters who are typically not punished by playing many attacks in a small number of turns.

It is my present belief that the low max hp of the character is not as significant as it appears to be, given adjusted play styles.
Aluminum  [author] 26 Jan, 2020 @ 4:44pm 
Thanks to everyone who's given feedback; we are working on a more robust and compatible solution for unreality-related bugs, with an ETA of a week from now.

In regards to feedback of the character having too little max HP, the 55 hp is designed with the character having Stealth for as much as 50% of the times when enemies are attacking, or at least for that much time before scaling defence mechanics such as Shield Generator, Laser Mail or Unburden can be deployed. This multiplies the Firefly's effective max hp by a factor of 1.5, bringing it to around 82 hp, not to mention that the effectiveness of block is also double during Stealth.
DMondelo 23 Jan, 2020 @ 1:44pm 
Happened the same with the Awakened One
DMondelo 23 Jan, 2020 @ 1:19pm 
same, have just faced Darklings and they don't ever die
Naggaboo 20 Jan, 2020 @ 7:16pm 
unreality and darklings still broken. unsure if hotfix came out or not. Weirdly i remember getting this mod the first couple days it came out and unrealtity worked fine with the darklings then.
Vex'd  [author] 18 Jan, 2020 @ 12:06pm 
I'm playing on the Steam version on 2.0 right now and seemingly not having any problems; are you encountering issues?
nicht Conrad 18 Jan, 2020 @ 11:43am 
Are you playing on updating for 2.0? :)
SolarNougat 14 Jan, 2020 @ 10:16am 
Reporting an odd interaction between Unreality stacks and another mod (specifically Gensokyo):

Whenever an enemy with the Immortality (if unit dies this turn, revive next turn at 100% HP) buff dies due to its max HP being reduced to less than 0 by Unreality, they will retain whatever intent they had when they die, and repeat it for all future turns. Each time Immortality's revive activates, Unreality kicks in and they die - except they don't also lose their intent. So for example if I apply 7 Unreality on an enemy with 6 HP and Immortality that intends to attack for 4 damage, they will die of Unreality HP reduction, but still be able to attack me for 4 damage. Next turn, they revive, then die, then still attack me for 4 damage again (even though they shouldn't be able to).
Floyd R. Turbo 13 Jan, 2020 @ 6:16pm 
It's a very interesting take but I have yet to see the balance claimed in my playthroughs (not enough base HP given the fleeting nature of Stealth). My hope is that the unlocks will reveal more of the balance because I really do want to like this,
Alex Poland 12 Jan, 2020 @ 8:21pm 
Amazing mod!
Aluminum  [author] 8 Jan, 2020 @ 4:33pm 
Unreality and Darkling interaction should be fixed in the hotfix that just dropped!
Aluminum  [author] 8 Jan, 2020 @ 11:02am 
Sorry to hear about the bug! D:
Vex is looking into it, it should be fixed in the next update coming in 1 to 2 weeks from now
raymondchart 4 Jan, 2020 @ 8:50am 
Yep just had the same experience as Chester. Darklings and unreality do not go together well and I am suck on the fight without the ability to attack or do anything else.
Chester 3 Jan, 2020 @ 11:28pm 
Just had a wonderful Searing Enigma run with this mod, thanks for all the hard work! One small bug we noticed is that Unreality kills will soft-lock the Darkling fight (even after all three Darklings are dead the fight does not end). That particular fight seems to trip up a lot of mods that use non-HP-damage kill mechanics.

Extremely fun character, though. Look forward to your next creation!
Aluminum  [author] 1 Jan, 2020 @ 1:25pm 
Unweft had seen a few text-related fixes after release, applying fissure is its intended effect, I'll look into it with internal and external testing to see if it's too powerful, something like making it exhaust, lowering the numbers or increasing the cost might be in order if it really is unbalanced. Thanks for the heads up!
Naggaboo 30 Dec, 2019 @ 9:01pm 
I think there's either a typo or a bug with the card Unweft. Currently its applying fissure instead of unreality for it's effect. Makes the card ridiculously powerful. I think either keeping it as fissure and making it exhaust or changing its effect to just apply unreality would work well. Been having lots of fun with the mod, thanks for making it!
Aluminum  [author] 28 Dec, 2019 @ 2:01pm 
Thank you all for the positive comments! It's great to see that the effort my colleague and I put into the mod is turning out enjoyable results! -and if you having ideas for how the mod can be improved, please do feel free to post them in the discussions section.
Leonidas333 28 Dec, 2019 @ 10:27am 
This is great! Obviosly well tested, I'm loving it. I've won two different runs now, using unreality which I think may actually be unique among the workshop mechanics, and precision.
Beast 27 Dec, 2019 @ 2:19am 
Pretty good, played around 10 runs with this character. Didn't manage to get a win yet. I think the card balance is fine, but starting with just 55 health is a bit overtuned since it also means that you will heal less when resting.
Laugic 24 Dec, 2019 @ 2:07pm 
As a huge fan of FTL and Slay the Spire, this is an awesome mod. I haven't played too much, but what I've seen is fantastic so far. You really made the art feel like it fit in the game, while still being unique and looking great. Finding ways to deal damage that aren't attack cards is an interesting gimmick of the character, and I'm looking forward to playing around with all the different builds and cards I find! Super impressed with the work so far, and I'll definitely put any feedback I have in the discussion once I put more time into playing.

Great job!
VenIM 24 Dec, 2019 @ 1:22pm 
The card art and the visual effects of stealth mode, not to mention the powers are all really well done and clean.

Takes about an Act to really understand some of the possible play styles of the Firefly.

Haven't played enough to say if it's balanced or not, but I have to say I'm very impressed! I REALLY like this character. Great work.

Wholeheartedly Recommended for anyone looking to play a medium complexity character!