Slay the Spire

Slay the Spire

The Firefly
Aluminum  [developer] 24 Dec, 2019 @ 12:13am
Your feedback here!
Hello! I am the artist and designer of the Firefly mod, Vex is the programmer. Please leave any feedback you have for the mod here!

We are interested in the types of decks you built, what you felt about these decks and individual cards and what you think can be improved on in general.

There will be a future update which incorporates your feedback, including changes to cards and addition of relics.
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Showing 1-15 of 28 comments
PRL 26 Dec, 2019 @ 3:56pm 
ephemereon form goes after burns which is probably not right.
PRL 26 Dec, 2019 @ 4:52pm 
unweft says it applies unreality when it actually applies fissure
Aluminum  [developer] 26 Dec, 2019 @ 11:16pm 
Ephemeron form going after burns is a known problem which will be fixed when the current beta version of StS comes out to main branch, similar interactions with cards such as metallicize are also inevitable in the current build of Slay the Spire.

Wording problem with Unweft is noted, thank you!
PRL 28 Dec, 2019 @ 6:46am 
stealth mode being an easily renewable power might be something you want to look at, got bird-faced urn and it was quite powerful being able to pick up free renewable heals in easy fights.
PRL 28 Dec, 2019 @ 7:41am 
also for some general feedback, only 3 wins deep so these are just my initial impressions:

stealth is surprisingly balanced and really enjoyable unlike most damage avoidance mechanics ive seen. Precision scales VERY hard very fast, especially against more passive opponents or with hyperspace assault and recursion.

There is very little card draw and deck manipulation which can be frustrating since even the best decks will struggle to find what they need with a bad draw. This also makes it hard to ensure retrieve is live when you want to. To help alleviate this I have an idea for a card and a relic:

card: 0 cost provision up to 3 cards, draw a card. exhaust. upgrades to retain .

This can let you set up a combo, tutor for a card if your deck is empty or make you not redraw your deck on the following turn if you need to be able to retrieve

Relic: at the end of your turn you may Provision one card. this lets you re-trigger on draw effects and also have more control over when you redraw.

Its not super powerful on its own but with some synergies its great and even without them it can reward a clever player by allowing them to set up future turns alleviating variance.
Aluminum  [developer] 28 Dec, 2019 @ 1:57pm 
Thank you for the feed back, Stealth-Mode power synergies have been noted. We might increase the cool-down time by 1 turn if it's consistently exploitable. (but maybe that will only exacerbate the tedium of high-ascension level optimization; solution tbd)

Precision scaling to the point where most enemies can be 1- or 2-shotted seems like an acceptable phenomenon to me personally; it seems to require enough commitment and (frankly) luck to pull off such that the payoff is not too dominant over other strategies. However that may not be true outside internal testing so I'll keep an eye out.

The lack of card-draw (like the staple block/damage+draw cards of the other classes) is at least partially intentional, but I agree that having more ways to counteract it without simply capitulating to the status quo will be helpful.

Your card and relic ideas are noted, the relic idea is intuitive, balanced and unique enough such that it will most certainly make it into the next update; the card is somewhat obtuse in terms of aesthetics, but the essential idea of controlling when your deck shuffles and simply having more provision sources is good. Thanks again for contributing!

jasoniltg 31 Dec, 2019 @ 8:28am 
Really liked the mod, but I have a couple comments:

- After a combat where you gained unreality, having your max HP restored can heal you; for example, if you were at 50/100, and got more than 50 unreality, then you would be healed to full. I feel like this is too powerful; I never actually cared about damage unless it killed me, since I could just heal it by applying enough unreality.

- Paradox Engine+ says "whenever you play a card this turn, apply 6 unreality and draw 2 cards", but I think it actually currently applies only 3?
Aluminum  [developer] 31 Dec, 2019 @ 10:01am 
You are right, the unreality self-heal thing was supposed to be a marginal mechanic that sometimes can be used for healing which got out of hand and was not given a solution before release deadline came up. The healing effect will probably be removed or severely curtailed in the next update. -and noted on the paradox engine+ bug, thanks for the feedback!
PRL 1 Jan, 2020 @ 5:55am 
after playing a bit more I have still only found use of any of the exhaust subtheme cards when I got a really early dead branch, they just seem to not do even close to enough. Talking about the explicit exhaust synergy cards here btw, whips and so on have still come up. Seems very incoherent as a theme.

I also came up with another relic idea: while you have both precision and stealth you have +2 str and dex. Hard to maintain up at all times but makes for some fun planning of turns and encourages not going all in on either if you pick it up.
Aluminum  [developer] 1 Jan, 2020 @ 1:20pm 
I'm sorry to hear that you haven't found the exhaust theme useful, which cards did you come across? There should be several cards that explicitly synergize with exhaust, for things like AOE damage, stealth gain and dex gai; there is even one that functions like a bootleg dead branch. (In fact I have seen some of these cards showing up so frequently in another person's run that it derailed the run as a whole)

As for the relic idea, I can see something similar that confers an immediate benefit if you end your turn with equal non-zero numbers of stealth and precision, strength and dex are harder to work with since almost every card reduces one or the other (barring extraordinary circumstances under which the run would already be super strong, and relics shouldn't make strong runs stronger while doing nothing for weak runs, imo) Something like giving the player X block if ending turn with equal numbers or dealing AOE damage might be more useful, but the overall idea of micro-managing the numbers to achieve some effect sounds good to me
PRL 1 Jan, 2020 @ 4:03pm 
oh dont get me wrong ive seen all of them but other than the dex one which has a good enough floor they have never been worth picking. Like if my only recurring exhaust is the one I start with I can only proc the powers once per combat if even that, but a lot of the cards that provide lots of exhaust are rather bad without synergies so I cant pick them up before I have those synergies.

So what ends up happening is you get stuck where the synergies need to already have the exhaust pieces but the exhaust pieces are often not worth picking before you have the synergies. If you look at ironclad you are happy to pick up true grit if you can upgrade it even if no other cards you have create statuses or synergize with exhaust. The random card generator and the 0 cost block that shuffle themselves back in are very rarely going to be like that.

And theres few ways to stretch the mileage of the exhaust cards you do have by say, picking them back up with reverse engineer since yknow, youve exhausted them. Even just more ways to create dazes and voids could help so you can get some sort of foothold in exhausting cards and arent forced to ignore that part of the cardpool or take blind leaps of faith.
PRL 1 Jan, 2020 @ 4:05pm 
oh and total sidenote: stealth tooltip says it reduces incoming damage when it actually doesnt reduce damage from non attacks like the act 3 explosion balls
Aluminum  [developer] 2 Jan, 2020 @ 11:21am 
What you say make sense--that it would easier to get into an exhaust build when there are already independently useful cards that exhausts as a side effect before taking things that actually work off exhaust--at the same time though, I'm not sure if I agree with the assessment that firefly's current cardpool does not contain usable cards that exhaust, maybe it's more true if you are playing at higher difficulty levels, or just have a different style of play when it comes to things like deck size. I'm curious what makes your experience so different when the opposite sentiment regarding exhaust builds seems present for large part, perhaps you could record and share a run or two?

The tooltip ambiguity on stealth has been noted, thanks for pointing it out! It's easy to overlook that stuff after getting too used to how the mechanics work
PRL 2 Jan, 2020 @ 11:27am 
oh dont get me wrong theres good cards that exhaust themselves, but the exhaust synergies really want cards that exhaust sustainably and not just a couple cards that have exhaust printed on them since those will not proc the powers very much and would need to be "saved" for until after you draw the powers anyways.
Aluminum  [developer] 2 Jan, 2020 @ 11:55am 
I see, that is an important distinction. In the absence of independently strong cards that provide sustained exhaust, opting into a "exhaust build" will require more commitment than usual. Comparing firefly's current exhaust synergy cards to something like dark embrace, I can see how firefly doesn't really benefit from small quantities of exhaust enough to justify casually taking some of the exhaust powers, while these same powers are still viable for a more devoted build.

I'm uncertain if that's necessarily a bad thing, but if there is any elegant solution to making exhaust builds have a lower floor without unbalancing the "ceiling", I'd be interested to know
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