Slay the Spire: Metrics Driven Design and Balance

99,308
0
Published 2019-06-26
In this 2019 GDC session, Mega Crit Games' Anthony Giovannetti discusses how the dev team approached balancing for Slay the Spire.

Register for GDC: ubm.io/2yWXW38

Join the GDC mailing list: www.gdconf.com/subscribe

Follow GDC on Twitter: twitter.com/Official_GDC

GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

All Comments (21)
  • @ocdashi5333
    16:27 "Players will naturally gravitate to the ascension level that make sense for them" no we will always play the top unlocked level and take our ass beatings thank you.
  • I love how this dude briefly summarizes questions asked in Q&A before answering. Not only does it ensure everyone heard the query, but it gives the questioner a chance to clarify if necessary. I feel like it's somehow a living example of improvement via iteration and feedback.
  • @PetitAmiral
    Laughed out loud when I saw Corruption and Dead Branch pop out in the "warping" discussion :)
  • Ok I know this is random but the first thing that comes to mind for why I love this game is the speed of every action in combat. There's no Pokémon style slow attack animations - you can go PAP PAP POW WAM in 2 seconds if you want.
  • "How do you manage emotional feedbacks?" "Delete it" they nailed it.
  • @aenpien
    I was impressed by the balance of this game. It's cool to hear an explanation.
  • @rubenzs3161
    One of the most valuable GDC talks for sure
  • This is one of the most successful indie games ever, a true success story. Cool to hear from the dev.
  • It's extremely heartening to see competent and ethical development. Every programmer on Earth would do well to follow this role model.
  • @hibryd7481
    They did such a fantastic job. I enjoy GDC talks conceptually, but most people have worked on games I haven't played or even heard of. But I've got 245 hours logged on STS. Love this game, best thing to come along in years.
  • @benedict6962
    Max respect for everyone in that session. Good questions, good answers.
  • @Bradbradhehe
    Awesome talk, always appreciated the way StS is balanced
  • @samliveshere88
    250 hours later I absolutly love this game and still find myself going back to playing it
  • @yourMoonstone
    This is SO good!!! The insight here is immeasurably valuable as I'm working on my own card game. Thank you so much for uploading this and thanks to the Mega Crit team for sharing their process!
  • @RglMrn
    Incredible game and great talk. Thanks!
  • @jMattMorians
    Awesome. I was just talking with my friends about the main strength of this game and here it is a video about it.
  • @MopeyN
    Bought this game 2 weeks ago (Switch release which I've waited for ages) and got 50 hours, so far. Excellent game, it has so many good different card game aspects. I didn't finish the video (yet), but as soon as it popped up as a new video on my playlist, I was smiling, already :)