Slay the Spire

Slay the Spire

Steam Multiplayer - Together in Spire
dudebob01 17 Mar, 2023 @ 9:00pm
"Death spiral" effect makes it hard for friends of different skill levels to play together
If a player dies, they can no longer collect gold, card rewards, items, etc until they are resurrected. Moreover, when they finally are resurrected, they only get a tiny percentage of their max HP (less than what they'd get from resting), which when combined with the prior phenomenon practically ensures they will be stuck in a perpetual death spiral.

I recently played a game with friends where one of us got a super-powerful engine, enough to solo every encounter, while the rest of use were stuck in the aforementioned death spiral. So the entire game amounted to the rest of us alt-tabbing or fiddling on our phones while the sole player who had a good run basically played by himself.

Now people who enjoy playing the game hardcore-style should still be allowed to do so. I don't want to take their experience away from them. I just think there should be an *option* in game generation, to allow players to still collect rewards while they're dead. Hardcore players with friends who are more casual players would like to be able to play with those friends without at least one of them having a frustrating experience. This simple change I propose would make that possible.
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dudebob01 17 Mar, 2023 @ 11:05pm 
If the death of a player is meant to spell the end of a run, then have it actually be the end of the run. Don't tease us with this resurrection mechanic that isn't actually practical or useful on any level.
Draco  [developer] 19 Mar, 2023 @ 1:49pm 
The more customization the better, I actually love the idea and I'll add it to my to-do list! I want everyone to experience this mod in the way they want to play it (which is why ~40% of the games played are played with custom settings) so this is a great addition!

On a more strategic note, in all modes it is recommended to immediately adjust the path to revive a dead player as soon as possible - the death of a player does mark the end of a singleplayer run so the cost of death should remain very high in multiplayer as well. The consequence of a person dying is a sacrifice of a possibly better route, a rest site, and usually 3-4 rooms of reward. I've also had multiple games where I've managed to recover from that loss of material and come back stronger in the late game, thanks to good allies that revived me as soon as it was possible.

If you have any further suggestions you can write them here or in the discord, where we have a dedicated idea spot!
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