#211 Slay The Spire – A Designers Deep Dive with Anthony Giovannetti

David Heron – @DavidVHeron

Dirk Knemeyer – @DKnemeyer

Skye Larsen – www.alkanaur.com

Anthony Giovannetti – @MegaCrit, megacrit.com

00:24 Why was dungeon crawl selected for this game?

01:17 What were the influences that took part in so many different genres being part of Slay The Spire?

02:33 Combo control decks: Where did all the card draw come from in Slay The Spire?

06:15 When a players run ends, it unlocks new cards. What were the design reasons for this game mechanism?

07:55 Was there ever a moment where there was going to be less synergetic decks?

12:09 Was it in the master plan to have one schiv discard? Or did it happen naturally?

15:06 What are the design reasons for having each card having its own place and not necessarily having equal power?

17:53 Why are over powered ok in this genre?

19:34 Was card usage data tracked during the beta?

21:17 During a beta build a new character was introduced that was so different than other earlier builds. Where did that come from?

25:50 What was the cost of having a weekly build?

29:17 What are the reasons for adding the Daily Climb?

33:20 How procedural is the ability to look ahead in maps?

36:10 How did the decision to end the game in the fourth act come about?