Slay the Spire

Slay the Spire

The Delivery Robot (Levelhead Mod)
61 Comments
dnaxcat 30 Mar @ 7:44pm 
Seems like Squished Scrubb affected by even strength, not only focus. Also vulnerable affects it too. It messes up Fatal or The Goal things, so please fix or mention it in the game.
The Scrapinator 27 Mar @ 4:30pm 
@noob jr thank you!!
Noob Jr  [author] 21 Mar @ 10:36pm 
If you mean Automatic/Waiting/Time Waster, no, those levels do nothing other than the flavor text.
The Scrapinator 20 Feb @ 1:47pm 
do the curse level cards have no use? just checking
beanieboi2009 26 Apr, 2024 @ 3:04am 
f o c u s
Vylok 29 Jan, 2024 @ 12:02pm 
Hi Im working on a mod and i wonder how did you manage to change character sprites on card play.
R-taFicial 24 Nov, 2023 @ 4:02pm 
I bought this just to play this... Don't forget to Sub to NoobJr
Diamsword 30 Sep, 2023 @ 10:24am 
sad to see insane art but waaaay too complex cards
Noob Jr  [author] 24 May, 2023 @ 12:57pm 
Leunaichs can you provide more details? Peanut works as intended for me, it adds Retain just for the current turn.
Luna 24 May, 2023 @ 2:45am 
peanut adds retain but the card doesnt retain lol
anthonyfarinon 30 Mar, 2023 @ 12:32pm 
love the mod! any chance you i could get your repository to see how you did the level up system
Waves 29 Mar, 2023 @ 2:00pm 
I like the mod, but Shade Rune feels absolutely bonkers broken. Its not to difficult to easily stack up to 50+ plated armor, draw cards every turn, or any exhaust colorless/other color cards.

Maybe if it was a 1 time thing, but getting 2 exhausted cards back every turn is insane.
Zu 12 Feb, 2023 @ 2:33pm 
Overall this mod is in a fine spot now compared to when it came out. Still unsure about act 1 though. Feels like you often want to boss swap since your starter relic does nothing for so long.
AvangionQ 2 Feb, 2023 @ 8:44pm 
Slio9 streamed your mod: https://www.youtube.com/watch?v=q1PYV-kXZB4

1:09:08 "Is this going to be a rare case where we just skip a rare card?"
Some rare cards need buffs ... Afro is a rare Caltrops, why is this rare?
Jibber is a nice idea, but the 3-energy cost = an overgrown Ritual Dagger
Protective Tentacle makes me wish it worked like a better Dodge and Roll
1:11:41 Slio9 asked that Protective Tentacle gained Retain as its buff
Sartek 7 Jan, 2023 @ 3:09am 
Thats why endless is the best way to play the game :D

Also, just tested the Powerups with different characters. 2 modded and Defect. All crashed as soon as I used a second powerup.

This might be a mod conflict perhaps? I dont know how StS handles mods, but unless somebody else confirms this as well, I wouldnt worry about it, Noob Jr.

I`ll just use Gr-18 as base or leave his cards out
Sepherix 6 Jan, 2023 @ 4:09pm 
Needs a lil improvement to base stats. It hurts the enjoyment on the long run. You're behind from the get-go and have to fix that all while playing the game so that's a handful of dead cards every combat to gain stats.
A enormous lots of runs end in act 1 on a elite or a random fights before the boss. Just because the basic cards are too weak.
This makes a horrible curve where you're heavily underpowered, then in late act 2 its finally fine. The moment you start to have fun, got the hang of things.. it ends too soon.
Sartek 6 Jan, 2023 @ 7:32am 
Awesome. Will definitely be trying it out as soon as I can.
Noob Jr  [author] 5 Jan, 2023 @ 10:26am 
Sartek, there was indeed a silly oversight when a character besides GR-18 loses a powerup... I tested powerups with the base characters and it seems like it should be working now

Let me know if you still have issues using cards as different characters.
Sartek 30 Dec, 2022 @ 12:16am 
Quick question.

Tried this once and crashed, so thought to ask if this is maybe a common problem.

Used custom endless, gave another character GR-18 deck and package, goal and marketing.

All worked fine until I played my first powerup.

Instanly crashed.

So are the powerups known to crash when used with any other character?

Haven't tried it again yet, but I tend to really enjoy mixing decks together.

Really enjoy the accumulation of power playstyle this little robot has
Terratrox 14 Dec, 2022 @ 3:57pm 
@Kuroi_Mato_O
I agree. Delivery Bot requires powerful defensive options like the Defect if it wants to try to take on the Defect's long game style.

Other noticeable issues... why do so many cards have Purge or Downgrade? There aren't many interactions with the exhaust pile in the base game, and much less for actually getting exhaust cards back into your hand. There's no reason for Delivery Bot's deck to thin itself down to strikes and defends in 1 - 2 go arounds.

Not only does Delivery Bot not have the options necessary to survive long term against enemies (which is the playstyle promoted by the card texts), but it also has problems with additions to the deck in that your deck HAS to be gigantic, because after a single pass, it's down to basic cards.
pgames-food 5 Dec, 2022 @ 8:22pm 
hi is it possible to have a relic which allows a package (and dunk the package) card to be generated and added to the draw deck, when say 3 or 4 of the same cards are played in a row?

(this is just to be able to get a good chance of playing level head cards and meeting objectives, when playing in endless mode with other mods and modded cards too) :)
Kuroi_Mato_O 5 Dec, 2022 @ 9:57am 
Ok, I managed to beat the game with insanely broken build, but it took literally 2 hours lmao. Zipper and Tiptow are pretty op ngl
Kuroi_Mato_O 5 Dec, 2022 @ 7:46am 
Seems like a fun idea but balance is kinda meh, I'm struggling to even get to the first boss on a regular runs (cleared A20 on Silent). It's average when facing regular mobs but gremlin nob is a 99% game over. As I can understand this character is designed for slow paced gameplay to get powerups similar to Defect's power based builds but has too few options to actually survive (i.e. Defect have ice orbs + focus) and when it comes to offence it's even worse? Maybe later I'll change my mind after playing more but first impression is mixed.
CyberKnup 2 Dec, 2022 @ 7:53am 
I've noticed that if you save and quit when you would receive a level card, you no longer receive the level card when you continue
zerosiki__  [author] 27 Nov, 2022 @ 11:13pm 
@Noob Jr well feel free to call me, if you are ready ... thanks
SolarNougat 12 Nov, 2022 @ 4:17am 
I would suggest making a tutorial/first boot panel to help new players understand how Level/The Package/The Goal works. In my opinion, it's not immediately intuitive that the (seemingly) intended use scenario is "play Package -> play Level cards to accumulate Learning buffs -> play Goal to finalize Learning buffs".
dabigfoot18 11 Nov, 2022 @ 2:48pm 
i dont understand how people like this mod so much, its weak as hell, almost dies to early enemies and is overly complicated and not well explained in game
ive played many bad mods before but thi takes the cake
CyberKnup 10 Nov, 2022 @ 5:12pm 
@macrosis2020 if you're forced to fight the nob, try picking a level card that gives you an immediate advantage
this character definitely prefers fights over events, but elites are risky early on. You can earn relics in other ways
AvangionQ 10 Nov, 2022 @ 2:29pm 
CyberKnup, my average runtime with ANY mod is four hours.
Way too much optimization with all the cards and relics.
CyberKnup 10 Nov, 2022 @ 1:59pm 
This mod makes a very fun take on slay the spire

My only issue is that my average run time has gone from about 1 hour in vanilla, to over 3 hours with this mod!
Perry Play 8 Nov, 2022 @ 4:54am 
trying to found out if the time waster has a secret effect, so far it just seems to waste time
Macrosis2020 7 Nov, 2022 @ 8:34pm 
Great mod but dies to Gremlin Nob lmao
pgames-food 7 Nov, 2022 @ 4:54pm 
maybe the armaments are supplied by MR.T from the A team :)
called "jabber"
that way you can have a sequence of cards like, Jibber Jabber :lunar2019grinningpig:
AvangionQ 7 Nov, 2022 @ 2:41pm 
Frost Prime called this the cutest mod ever:
https://www.youtube.com/watch?v=yYgIegPK8ks

30:05 Afro is just thorns, should be an uncommon, not rare 👩🏿‍🦱
49:18 Jibber is kinda weak for a rare ... Fatal: +3 per upgrade? 😞

Makes me wish Delivery Robot had an Armaments card 🛠
Noob Jr  [author] 29 Oct, 2022 @ 7:09pm 
Thanks for mentioning the D-Bot description, I just corrected it.

@zerosiki__ It's OK to make translations, I've just been reworking/adding cards since launch so a lot of text has been changing.
I will be taking a break for travels though, so probably no updates for a while.
Lord Cat II 27 Oct, 2022 @ 7:07pm 
Been having a lot of fun with this mod! I do have one suggestion. The D-Bot card is confusing. It could be reworded to say "This turn" instead of "Next turn". Still a very great mod though!
DG4II 27 Oct, 2022 @ 3:43am 
This mod needs to blow up, it is SO well made. I haven't thought about Levelhead in a long time but I feel like revisiting it now
zerosiki__  [author] 26 Oct, 2022 @ 5:21pm 
@Noob Jr oh, thanks, and i was making korean translation for this mod, is that ok? of... can i contract with you?
Noob Jr  [author] 22 Oct, 2022 @ 11:43pm 
I had actually messed up the Brick text when I changed it from Curse to Status. :leaCheese:

I have been adding a few higher cost cards, it's just been tricky thinking of effects that aren't just big damage/block.
AvangionQ 21 Oct, 2022 @ 9:59pm 
zerosiki, "Missing title" "Missing desc" happens when you transform a card,
then get a new card that you haven't unlocked yet ... it's a known bug.
yzyelse 21 Oct, 2022 @ 4:58pm 
Hah sure, indeed it's better to do localization when the mod is more stable to avoid lack of translation between updates. Anyway, if you want to get the texts translated to Chinese I'll be happy to do that!
SMM Emperor Lucifer 21 Oct, 2022 @ 2:45pm 
I was all excited to finally get my Enlightened card when I finally had enough Intelligence to lower the cost of it's corresponding Level card, only to realize after I got it that I only had around 3 other cards in my deck that even had a cost >1, so it ended up being more of a detriment to my deck than the end game blessing I was looking forward to.

I also agree that this is the character with the most benefit from a lean deck. At least in the early game where you're trying to get all 3 cards needed to "level up" before you get a bunch of int/scry/etc. Later, you can stand to add a few more cards in. By midgame, I had the upgraded power that searched through my deck for any card every other turn for free &bottled lightning on my package to start with it on turn 1 every battle for early defense &prepping the level up. By 3rd act, I had a card that let me scry my ENTIRE deck at 0 cost
Vorce Shard 17 Oct, 2022 @ 7:22pm 
A charming, well executed idea. The small card pool lowers the replay-ability for me, since it felt punishing to make anything different from a small, draw-focused deck with a variety of learned stats and a couple attacks that hit twice. I would be interested in more 2 or 3 cost non-rare cards to have something expensive to balance out zero-cost throwing cards in a learned focus build.
Zu 17 Oct, 2022 @ 12:14pm 
So far, collectathons have been pretty safe bets against enemies that don't auto-scale since your turtling capabilities are intense. Ironically, I can't take them sometimes because the fight would end too quickly.

Idk if support for generated cards makes more sense as a power or relic. Probably needs to be once a turn either way. Juggling's already ripe for abuse like rushdown.

Apropos, is it intentional that save & quit rerolls the marketing department?
BigGucciSosa 17 Oct, 2022 @ 9:13am 
Also, wow, Zu's follow-up comment is excellent.

One other point - I think cards can afford to be stronger if they're more niche. For example, a power that said "All collectible cards generated during combat cost 0 and draw a card" is REALLY strong, because it would let you play those "collect 4" level cards with very little penalty besides the original 3-energy investment.

BUT! Having to give up a whole deck slot in your deck to a niche, situational power is a big sacrifice. What if you draw it after the level cards, for example? Making it near-useless?

I think Zu is right - embracing cards that have little synergies with other cards is great, feels really flexible, and makes runs feel REALLY different.

Like, the example power I gave above: i very rarely pick the "collectibles" levels, because I don't like diluting my deck as a personal preference. But if I had that power to incentivize me to choose those levels, that run would feel very different from my normal ones!
BigGucciSosa 17 Oct, 2022 @ 9:07am 
Huge thanks to Zu for their extremely on-point analysis of my comment - they said everything much better than I did! Looking forward to testing the update :)
Zu 16 Oct, 2022 @ 7:17pm 
Merge is one of the smartest solutions to multiple shortcomings I have ever seen.

It's much easier to get by until you find juggling if you don't draw hands full of throws, you play fewer skills in your first deck cycle which helps against the chosen etc., and rapid-fire is consistently strong tempo now.

Outstanding. :monstertraininferno:

I still think strike #4 could do something more meaningful than deal damage in a minimally different way than strike #19.

Redundancy in throws makes a fair amount of sense. Replayable attacks though? You don't really need those past act 1. It's not important but there's untapped potential if you feel like spending more time on the drawing board.

For example: You learn different stats, play levels, grab collectibles, suffer penalties, yet there aren't that many cards that interact with these. Sure, twin strike benefits from strength twice and iron wave benefits from dex, but you could totally fit a few more of these humble micro-synergies.
Noob Jr  [author] 15 Oct, 2022 @ 3:09pm 
Thanks for the feedback! I took your suggestion and added a Retain card to the starter deck to give an early strategic option for consistency.

I also made a change to the mechanic for throw cards, where getting multiple copies of a card should "merge" them, making it easier to rack up ammo. I have a few other ideas for Powers that would interact with throwing.
I'm not sure if one of the suggestions was to lock some cards to simplify the initial playthrough, but Shade/Jibber could possibly be locked since they're a bit standalone.

As for localization, I have no plans for it yet. The mod isn't super stable and I don't know Chinese.
Zu 15 Oct, 2022 @ 2:44am 
BGS has a point. Runs feel samey. See Ironclad's card pool.

Exhaust package, underwhelming status package, scaling by lifting, -turtling, -improving your deck on the fly, self-harm tempo. Mix and match any. Importantly, even cards that do almost nothing but deal damage are subtly different so their value is contextual.

Meanwhile LevelHead: 86 cards, 20 uncollectible so the pool is smaller than average, 30 strikes, and while the concept of powersups has merit, most of them aren't strong enough to act like mutually exclusive tempo tools whereas you could just be running one powerup and play blopfush until it's safe to dunk.

To put BGS' follow-up into perspective: What's the incentive to invest in throws? Juggling? Good start. Rapid-fire, maybe? Ok, the big one: Learn focus and upgrade all throws! Pretty good, but how do I block without blopsacks and how do my smalltime throws win with finite ammo? 800 hp is a lot to chew.

Again, satisfying core mechanic but the pool toys need spice.
yzyelse 14 Oct, 2022 @ 10:03pm 
Hi Noob Jr! Just played this mod for a round and loved it so much. Just wanna check if you have any plan making Chinese localization (or accepting help with translation)?