Slay the Spire

Slay the Spire

KinomotoSakuraMod
Changes Wishlist
Ok so I've been playing with this mod for awhile and I'm loving the mod a lot but have some gripes.

Regarding the fundumental mechanics the only thing that particularly bothers me is that the Turn isn't added to the Master Deck until used.

I'd make The Turn a removable innate retained card that otherwise works like right now. This could allow for multiple Turns to exist at once, but if that is unwanted you can just make Charge continue building up until the existing Turn is used.

My other gripe is that many of the Clow cards are superior than thier Sakura Card varients in most cases.

To be specific:

The Dark - The extra energy is significantly better than getting random clow cards and the Sakura card varient doesn't give you the option of when it activates.

The Light - The Clow Card Varient permanently removes the downside of playing Sakura cards. However the Sakura Card Varient requires you to continuously replay the card to keep Void from being an issue. I would swap their effects and make the Clow card the skill and the Sakura card the power.

The Fight - The cards effect of being able to repeatedly play it several times to set up for a big final card, or to simply give you a lot of attacks while you have an excess of energy. The magicharge effect also gives you the strength the Sakura card does. Meanwhile the Sakura Card is just a normal attack that eventually scales everything. I'd add some way for the card to return to your hand from the discard to be played several times in a turn. If needed simply make it only give 1 strength and 1 temp strength instead of 2 strength to counterbalance.

Flower - Not a downgrade. But it's just the Clow card varient but 1 energy cheaper. I'd expect it to be something like a Power that gives 1 energy, or maybe it could give more energy over several but not infinite turns. At least make it not exhaust.

Sand - Again, not worse per say, but it's a very slight improvement. I wish it would do something more interesting like granting Evenom or something.

Through - Pretty sure this card is bugged. It seems to only deal the 10% hp damage without adding the 18 damage on top of it. Still great for bosses but should be looked into.

Create - The cards effect is fine. But can we please give it a charge refund like what The Return has. Right now it just feels like a waste to burn a Turn card just for a single relic.

Additionally. The Arrow and the Thunders Sakura Card varients are vastly OP.

No need to rework them or anything. Just make The Arrow cost 2 and deal 6 damage per card. And make the Thunder more dependent on the mana spent on it for damage.

Specifically I'd suggest making the Thunder have the effect "Gain 5 magic charge, remove all magic charge, deal 3x damage per magic charge removed to a random enemy"

Because right now the damage those 2 cards do is insane and is basically a win condition all on their own.

Finally 2 QoL changes I'd want to see:

1 - Clow cards that can be collected (in shops, card reward screens ect) should have something to visually indicate if you have a copy in the Master Deck, including it's Sakura Card varient

2 - When using the Turn it would be great if there was a Preview of the Sakura card the clow card would turn into.

Love the Mod and hope you can make it even better as it is one of my favorites <3
< >
Showing 1-1 of 1 comments
兔子舒  [developer] 31 Dec, 2019 @ 3:35am 
Thank you for so many great suggestions. I will carefully consider what you said is insufficient. Since I have encountered some difficulties in my life, I may not update them frequently. But I will not stop optimizing this. thank you for your support.
< >
Showing 1-1 of 1 comments
Per page: 1530 50