Slay the Spire

Slay the Spire

The Velvet
19 Comments
DoomedToFail 10 Feb, 2023 @ 3:53pm 
i would love to see more RWBY characters done
Shikaschima 23 Jun, 2021 @ 12:15pm 
The mod in itself is technically fun to play with, but there are quite some bugs as well as a lot of balance problems with the cards themselves. Velvet Doom doesn't only hurt your opponent, it also hurts you, seberal cards do not show an update when being looked at for one (or maybe don't have an upgrade at all), relics are lost randomly for no exact reason and the overall balance of the character is fairly weak to the point where upgrading most cards basically downgrades the card to uselessness (Bloodbound shouldn't reduce the block cost, you literally reduce the block you get by 2 for normal strikes for example and several events just randomy upgrade said blocks) and in which case most fights are a massive struggle and you end up unable to actually win normal floors due to how weak the majority of Velvet's cards are.

I like the idea, but the design and balance sadly make the mod a tad bit hard to actually play with.
Nekoinabox 7 May, 2021 @ 4:43pm 
If you'd like help with getting any card art done, I do not mind helping out! I won't ask for cash or anything, or even recognition. But there's lots of easy to use pieces of art in the rwby card games that can be reused for some of these.
HintofSarcasm 21 Mar, 2021 @ 5:51pm 
This is awesome! If you make any other RWBY characters like yang, ruby, weiss, blake, please @ me!
hyprformnce 9 Feb, 2021 @ 3:10am 
to clarify, *using sharp retribution*
hyprformnce 9 Feb, 2021 @ 3:09am 
the "array's embrace" power card is broken. using any 1 cost "activate your weapon" card with it creates an infinite loop
PRL 19 Nov, 2020 @ 11:37pm 
The str/str stance and the attack exhaust stance are both fine where as they are I think but the dmg/vuln stance really just falls behind all the others except in very specific situations. Dealing 3 set damage isnt bad but unlike a lot of the other stances it does nothing to synergise with itself and if you intend on spamming low cost cards youre better off in draw/energy. I also find that a lot of the time I just dont want to pick up any of the cards that switch stances as the utility of being able to dip into situationally useful stances doesnt compare to being stuck in a "wrong" stance for long. Not sure how best to solve that though. Slide, dig in and the X activator are all good stance swapping cards but its hard to justify jumping around stances after the early game when you generally will have a deck that functions best in one stance. Maybe some cards/relics that reward you for swapping.

All in all very interesting and fun to play with!
PRL 19 Nov, 2020 @ 11:37pm 
Okay ive played a bit more now and have some thoughts. I really like both the branching upgrades and how the stances work. Bloodcasting is neat especially with being on upgrades, the other alt casts im not as hot on. Cameras create interesting lines of play and sequencing but the pool of random attacks containing so many bad high costs can hurt at times.

I like how all the stances do radically different things but I feel as if there are two clear stand-outs in terms of power level. The block/weak stance is very powerful in the early game both in letting you conserve health and getting in extra attacks. The draw/energy stance on the other hand is often a nobrainer choice starting from act 2 as it feeds itself with energy for the draws and draws for more energy, while going infinite is not that easy you can often just go with a big enough finite that it deals with most encounters. I find myself rarely switching off the stance at all in most encounters.

PRL 17 Nov, 2020 @ 11:17pm 
Havent gotten to play much yet but wanted to submit a bug report before I forget, will probably post more coherent feedback later. The hit-draw-burns ive generated from cameras say they exhaust randomly but have allowed me to choose.
Hermit 21 Oct, 2020 @ 9:24pm 
I hesitate to give further feedback(yet) other than the possible issue w/the boss relic I mentioned, just due to the fact the character has an above-average level of complexity and I'm not sure if A) I simply need more practice/to get used to her various intricacies, mainly involving the weapons, or B) she may actually be a bit under-tuned.

I've certainly made some strong plays with her; real heavy-hitting shit right out of the ironclad playbook on occasion xD. But I was getting the vibe that those felt far too much like "lightning in a bottle" moments. I loved it when I had the chance to Deep Pull into a Magnhild Strike or something, but more often I felt I was only doing a lot of "plink damage" in lieu of the rare opportunities for big damage turns, so fights dragged. Perhaps I had problems making the scaling options work for her?

But, unlike some other mods I've tried, I'm not as confident in saying she's under-tuned vs. me just playing like ass...at least, not yet xD
Vex'd  [author] 21 Oct, 2020 @ 8:15pm 
If you want to suggest name changes, I would absolutely love that. The commissioner didn't have enough time to finish all the card names, so I hastily put the rest together (having never watched RWBY). That would be super helpful, honestly, haha.

As far as the subthemes, they were mostly added as ways to weave the core concepts into interesting combos - and agreed entirely that they don't line up entirely with the source canon of her character. (I connected Strikes and card-draw as sort of "drawing on her photographic memory" and Strikes as "utilizing the many different kinds of attacks she's seen over time", but Debuffs is kinda left field for sure, and was mostly something I was mechanically itching to try out.) I'll definitely be playing & tuning more over time to hopefully keep the gameplay fun while aligning ideas better. Thanks a bunch for your feedback!!
Sabriel 21 Oct, 2020 @ 7:44pm 
I also can't get behind a lot of the card names/flavors. I care about immersion in my games, especially when I'm so invested in the source material like the case here; this is not a POOR design overall, but for every one card I was excited about and I felt nailed Velvet's flavor and style, there were 2-3 that made me roll my eyes or scratch my head and pulled me out of the immersion.

I'm definitely going to keep my eye on this, and will try it again after updates and see if it gels with me more.
Sabriel 21 Oct, 2020 @ 7:44pm 
I was really excited to try playing Velvet, as RWBY is my favorite show and I'm also a game designer looking to get Velvet in my cast someday, but I had to back out.

I love her three core concepts of changing weapons, the Camera cards, and the split upgrade paths, but it feels like all of her subthemes [debuffs, Strikes, card-draw-relevance, etc] feel tacked on and fit neither flavorfully or mechanically. I can sort of see the card-draw as her photographic memory Semblance kicking in, but that's better represented with tutoring cards, copying enemy attacks/skills, or more weapon changing/acquisition, I feel.
Hermit 21 Oct, 2020 @ 5:25pm 
Having a second upgrade path for every card is really neat for any character tbh, and might as well've been a basegame feature xD

I can't seem to get past act 2 with her yet but at least she's interesting to play. The boss energy relic that makes you lose 2 random weapons seems to be bugged tho (I only lost one of them).
CaptainSnafu 18 Oct, 2020 @ 5:41am 
can anyone help and make the arts better??
Liomilo 29 Sep, 2020 @ 8:07am 
Chinese plz:steamsad:
NetherSlayer 28 Sep, 2020 @ 4:14pm 
Haven't played much yet, but very well done so far! I won't critique the art since I'm more concerned with gameplay, and it's pretty cool. Very different from the other mods I've seen so far, and a smart move to incorporate everyone in RWBY without needing more than one character
Tiga 26 Sep, 2020 @ 10:40pm 
This is great
CaptainSnafu 26 Sep, 2020 @ 9:09am 
yes ! I love RWBY !!!