https://steam.cryotank.net/wp-content/gallery/slaythespire/Slay-the-Spire-01-HD.png Slay the Spire (StS) has finally arrived to Android! For two years many of us dreamed for this legendary game to be accessible on their mobile devices, and finally the day has come. No need to talk about how awesome this game is, how it basically started a new genre of card-based dungeon crawlers (
UPD: or roguelike deck-builders, if you prefer the term), and even about how well or poor it works on Android hardware in its current state (there will be lots of these posts during the days to come). What I wanted to talk about is the impact this game had on (specifically) mobile industry and how other developers were able to utilize this innovative formula in their own products.
Personally, I am somewhat glad that StS release was delayed that much. This allowed a lot of "clones" to be spawned, many of which I enjoyed playing. Some of them appear to be straight rip-offs, but others introduced many fresh ideas of their own, some even surpassing the predecessor's greatness. What the heck am I talking about and how is this even possible will be revealed to you, should you decide to stay on a bit and read through the article below.
General info
First and foremost, let's clarify the important thing:
card based dungeon crawlers are not Collectible Card Games (CCGs). Even though they share the same ideas, and some of them (StS included) even have a feature to permanently improve starting cards, or a mode to play with pre-constructed decks, this is not the case for the genre in general. There is no place for multiplayer and PvP battles here: a turn-down for the most, but an undeniable advantage for the rest - only though-out puzzle-like single-player experience which we can pause at any moment and continue when the time is appropriate. Thus, there will never be troubles with downtime, matchmaking, ratings, overpowered builds and other PvP stuff, as there will never be a satisfaction of crushing your opponents with the power of your mighty intellect... The fun of discovering interesting synergies between various card combinations is still present, though.
With this being said, let's quickly look through the core features of the genre, which will be relevant for almost every game we review below: - we must explore a dungeon, which (usually, but not necessarily) consists of three floors with increasing difficulty; - we have limited control over the order in which to face the challenges; - there is a powerful boss in the end of each floor; - we battle using deck of cards, usually drawing new cards from deck to hand each turn; - there is a limitation on how many cards we can play during our turn; - we start with a weak basic deck, but get new cards as rewards for fighting enemies; - there is a possibility to permanently remove (weak) cards from the deck; - successful gameplay strategies revolve around utilizing the synergies between different cards; - there are several character classes, each with their own cards and tactics; - there are often additional items to acquire in the dungeon, providing bonuses and emphasizing specific types of play;
Before Slay the Spire (StS) came out, there was another card-based dungeon crawler called
Dream Quest (DQ), which considered by many to be the first game of the genre (at least the first one to make a significant impact). Not sure if the former drew inspiration from the latter, but certain parallels can easily be drawn: in fact, all of the features mentioned in the list above are valid for DQ the same way as it is for StS. The rich plethora of card based dungeon crawlers (both PC/Console and mobile) originated from some combination of the two.
StS, however, can not be considered a clone of DQ, as it introduced a lot of original ideas and spawned its own line of descendants. It is always interesting to analyze each new title to see which of two games was the biggest inspiration, and to group them accordingly. For me the main criteria lies in the core difference in battle system: - in StS, enemies (usually multiple) show their intentions at the beginning of each turn, so we know what to expect and what to play against; - in DQ, the enemy (usually single) draws and plays cards the same way as we do, often using the same abilities and synergies we ourselves can use.
Introductions aside, let's finally get to the interesting part - the games! (
Note: Games are listed in alphabetical order to not give any privileges to one over another. For my personal preferences see the comment section).
Dream Quest clones
Call of Lophis takes us on a grim journey through infested lands full of deadly monsters, dangerous traps, and one of the most ridiculous card art I have ever seen. It's surprising to see how dark fantasy elements combine with the humor and gags this game presents. From the gameplay point of view, there is enough card variety and interesting synergies, but it will take a long time to reach the interesting parts. Really: this game just does not know when to end, forcing new and new dungeon locations onto us with basically the same monsters and same approaches to dealing with them over and over. Its the boss battles which crank the difficulty up to over 9000, and if we don't have the right deck by the time we reach them, there is nothing we can do to pull it off. Plus there is some shady business going on with monetization schemes, where even paid version of the game makes us spend money to unlock additional classes and grind a lot to buy permanent improvements. Only truly dedicated players will be interested in dealing with all this nonsense. [
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UPD: Haven't checked on it for a long time - maybe the situation improved somehow.
Crimson Deep is still in early alpha and was not updated for a long time. But the development hasn't stopped, and there is a new major release approaching in the nearest future. It makes no sense to talk about the game till then: the version in the store is too raw to provide any significant gameplay experience, but it would be interesting to see where it goes in the end.
Dimension of Dream is probably the only game that has the same grid-based dungeon layout as DQ itself. This time with full 3D and a possibility to fight only limited set of enemies before facing the final boss (which allows to moderate difficulty as we go, either defeating tougher enemies with better rewards, or to save HP and fight only the easy ones). This game has one of the most interesting battle systems and 6 truly unique classes with deep complex strategies unlike anything we have ever seen (not only the cards themselves, but the order in which we play them greatly affects the outcome). Unfortunately, the English version was pulled from Google Play, leaving only
Chinese version for Asian people to enjoy.
UPD: Apparently, the game was re-released under different publisher with the title
Dreaming Dimension, so there you have it. [
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Meteorfall: Journeys offers the streamlined approach to dungeon crawling, where all our decisions boil down to Reigns-like "swipe left / swipe right" operation: picking the path, encounter resolutions, and even battles are simplified to utilize this binary choice mechanic. But don't worry: these specifics do not affect the gameplay, still providing enough strategic depth to appeal even to hardcore players. Add here a neat visual style, lots of character classes and their variations, cool card combos, and you get a true masterpiece, which is Meteorfall. [
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Night of the Full Moon offers a fresh take on a fairy tale of Red Riding Hood, but adding darker elements to it (including werewolves, zombies, mad scientists and cursed cultists). It demonstrates an amazing production quality with top-tier art, beautiful audio support, and intriguing storytelling. Gameplay wise, we have the closest thing to DQ, safe for the grid-based dungeon maps, which were changed to just picking the encounter out of available three. Some people may argue that the game does not offer enough strategic variety, only suggesting a single best build for each class, but you will still get different runs due to the randomness of card and power-up drops. Another argument of it being too easy is completely nullified on higher difficulty levels. Wish the story would develop in a different direction, though. [
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Spellsword Cards: Origins provides the gameplay similar to the Night of the Full moon, but focuses more on role-playing character development part. Aside from choosing a class, we also get to pick race with unique traits, and a school of magic, greatly affecting which cards will be available to us during the run. The problem here, though, is that monster encounters do not demonstrate a lot of variety, forcing us to fight the same enemies over and over, and the difficulty is rather high, with starting cards doing almost nothing and enemies quickly run out of hand with their devastating attacks, whereas good cards are hard to come by, and even then you will still be devastated on later stages. [
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UPD: Or maybe I am just bad at this game (welcome to comment section for valid strategy suggestions).
Slay the Spire clones
Blood Card offers a unique possibility to construct the dungeon ourselves, providing a pool of encounters of different types: regular monsters, elite monsters, events and shops. We pick a desired encounter from the pool, deal with it and then move on to the next one. Another interesting feature is that our health is defined by the number of cards in draw pile, which limits our tactical possibilities, but is compensated by the fact that we get multiple copies of cards as rewards for fighting enemies. There are a lot of interesting mechanics related to moving cards between various piles, as well as other neat features (like: the Death inevitably arrives in three turns and starts whacking everyone on the field with increasing persistence), but I'll leave them for you to discover on your own.
Card Crusade seemed like a cool idea of mixing classic "roguelike" dungeon crawling with its "deck-based" counterpart, where we explore the dungeon the same way as we do it in Hack, Angband, Pixel Dungeon and other similar games, but use cards to fight actual enemies. In reality though, this implementation just adds a useless abstraction, as the adventuring does not provide any tactical benefits and is only there to inter-connect battle sequences (heck, even breaking pots and chests does not give us any coin, of which developers themselves warn us at the very beginning!). The cards are not very interesting, with next to none cool synergies, and new classes (which should be unlocked by performing specific actions on previous runs) do not provide any major difference. [
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Card Quest takes us on an epic journey through fantasy lands, where we will perform great deeds as one of the classic RPG hero classes (fighter, wizard, rogue, ranger), each with their own equipment and fighting disciplines. The interesting part is that the cards we use during runs are defined by said equipment, and if we find some new pieces during our adventure, we get to keep them for further runs. Also worth noting that defense cards are played not during our turn, but during enemy turn, which requires us to plan ahead a bit. This being said, the game is extremely hard - it will take a lot of unsuccessful tries to finally reach the end. But the variety of dungeons and possible builds will keep us occupied for long.
Dungeon Tales for a long time was the closest, yet simplified copy of StS mechanics (up to similar cards and gaming strategies), but without certain elaborate features, like upgrading cards or using potions. The basics are left intact though: we still build our deck along the way and face the powerful boss in the end. There are only two characters available yet, but each has a couple of viable builds, so it can keep us invested for quite some time. [
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Endless Abyss is a close StS clone with very similar character classes (only two so far) and a lot of cards with exactly the same effects. Graphically the game looks very good, but angry monetization, lots of grinding, and forced ads make it almost impossible to fully enjoy. [
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Heroes of Abyss is a predecessor to Endless Abyss with basically the same core gameplay, but very simplified dungeon crawling part. There is no floor map with choosing our path, nor there are elaborate adventure events: just a series of battles with the boss in the end. The spoils we get after each battle go into improving our starting deck and unlocking new difficulty modes with higher rewards. What makes the game unusual, is that we chose the preferred build right from the beginning with appropriate set of starting cards, without the need to rely on the randomness of card drops. It may be interesting to unlock and compare all the 6 available builds, but once the task is done, there is almost no reason to play the game further.
Heroes Journey provides a different setting for a change: this time we will play as space explorers, who crash landed on an alien planet. Thus, instead of familiar swords and bows, we will be wielding blasters and energy shields: the rest remains the same, up to the majority of cards straight up copied from StS. Unfortunately, this innovative idea was completely ruined by repetitive grinding and angry monetization, forcing player to make dozens of identical runs with the same small card pool, until something adequate is unlocked. Oh, and the game is long abandoned by the developers.
Pirates Outlaws is an amazing rework of original StS ideas in a pirate setting with some changes to gameplay mechanics, such as introducing persistent charges needed to play certain cards, and different buff/debuff statuses that replace each other. There are also some questionable features, such as ship stamina that deteriorates over the course of the journey and leads to game over if not repaired in time, or a quest system, where quests can not be completed in parallel, but instead picking the new quest resets your progress in the current one. Some may also argue that new classes take long to grind for, or expensive to pay for, but with permanent booster pack this should not be a problem. Anyway, the game is highly recommended for any StS fan. [
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Rogue Adventure offers a twist to usual mechanic: our hand is limited by 4 cards, but each time we use one of them, a new card is immediately drawn to its place, thus we never run out of cards to play. Non-starting cards are common for all classes, but are grouped by type (or race), giving huge synergies depending on how many similar cards we have. Aside from this, the game offers diverse gameplay by providing a lot of different classes, each with its own unique strategies and dynamics, and some interesting items to work around. The developers constantly provide updates with bug fixes and new content, but be warned that new mechanics may break what you are already accustomed for.
Royal Booty Quest started as a straight rip-off from StS with the same classes and abilities, and even cards having the same names. And absolutely atrocious pixelated visuals, which were not possible to look at without eyes bleeding out. Over time, though, it developed its own unique mechanics and interesting card combinations, but the art style did not get any better. However, if this is not a problem, the game is enjoyable to an extent, but since it was not updated for a long time, I doubt it will keeps anyone's interest for long. [
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Tavern Rumble adds an unusual strategic element - a 3x3 grid, on each units and enemies are placed. The core gameplay remains the same (we still see what opponents are planning to do each turn and adjust our own strategy accordingly), but the addition of the grid introduces another tactical layer: not only we should maximize the damage output, but also plan the layout for our troops to provide the effective delivery of said output, while at the same time establish enough defense to minimize the damage to ourselves. There are a lot of cards and classes to play around, different play modes and a lot of features that are still being constantly added to the game. Some may argue about simplistic pixel graphics or long repetitive grinding, but it is easy to unlock everything within reasonable amount of time, even without paying. [
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Other Games
Of course, my criteria does not work 100% of the time, as some games are way too different from anything else to confidently enroll them into one of the categories. They either demonstrate traits of both, or implement entirely unique mechanics of their own (which I like the most), while still maintaining the basic dungeon crawling ideas (so a lot of the games you might think of will not end up in the list). What I have in mind is the following:
Dungeon Reels removes the cards from card-based dungeon crawler - why bother, right? Instead, it provides some kind of a slot machine, where each turn three rows spin independently to pick available actions based on what slots we have in our reel. Winning battles awards us with new, better slots to add, each with their own specifics and synergies. Enemies also randomize their moves with slots of their own, but the most satisfying mechanic is the possibility to spin a jackpot with three identical slots for some powerful effect. It is interesting to see this concept developed further, but the game has not been updated for a long time.
Iris and the Giant takes us on journey through imaginary world, inspired by Ancient Greek mythology. Each battle takes place on a grid, where various enemies advance in huge numbers. We play a card from our hand, usually dealing damage to nearest enemy, and then everyone who is still standing and can reach us deals damage in return. There are cards that target multiple enemies at once, as well as ways to play more than one card during our turn, so most of the time we will be deciding which card to play at which moment. The deck has limited size, and if it becomes empty we lose, so new cards should be constantly acquired. There are a lot of interesting mechanics to discover, but the game is very hard and luck based, requiring a lot of trial-and-error to finally reach the end. [
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Phantom Rose Scarlet has the same basic core, but with completely innovative battle system, not seen in any other game. On each turn there are four positions for cards to be played in strict order, where two of them are randomly filled with opponent's cards, and the remaining two are left for us to fill. Instead of drawing the hand, we have our entire deck available right away, but playing cards puts them on a cooldown, which does not reset between battles, so we constantly face the strategic choice of playing our best cards right away or keep them for later. The game is in active development, providing new mechanics and further developing the story, which is quite captivating here. [
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Void Tyrant is a bit of a stretch, but still a "card based dungeon crawler", in which we basically play BlackJack against our enemies by dealing card with numbers from 1 to 6 one-by-one from our deck until we stand or bust. Whoever has the highest value wins and deals damage to the loser. There are various supporting cards on top of this mechanic, allowing us to either jinx the outcome in our favor, or to perform various other metagame manipulations. The only downside of the game is the lack of content, as it quickly runs out of interesting things, and since it was not updated for a long time, it is unlikely that anything new will be added in the future. [
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Conclusion
As you see, there is a lot to play besides StS, so even if you are not hyped by its long-awaited Android release, but appreciate a good intellectual dungeon crawler, you will find something to suit your needs. I hope, even with StS release, new games of the genre will continue appearing on mobile phones, and I will gladly review them and add to the list. If you know any hidden gems (or even trash) that was not highlighted in this article, please share the names and/or links in the comments. I am also open to any discussions on the topic, as I am obviously able to talk a lot about my favorite genre.
Good luck to everyone in all your endeavors.
P.S. I am well aware of games like
Dungeon Cards,
Card Adventure,
Dungeon Faster,
Meteorfall: Krumitz Tale,
Card Thief,
Maze Machina,
Cube Card,
Card Hog,
Fisherman,
Relics of the Fallen and other "grid-based puzzles", but do not consider them to be a part of the "family".
submitted by Hey everyone, I've been working on mocks the last couple of seasons and I've never really shared them, but as a Jets fan, the draft has been the only thing to look forward to all year so I've put in some extra effort this year. I used the strategy of BPA at positions of need, using PFF's grades to determine needs (I'm a big believer in the way PFF grades). No trades
- JAX - Trevor Lawrence, QB, Clemson
Not much to say about this one, best prospect since at least Andrew Luck and I've even heard some say since Payton or Elway. This should be an easy decision
- NYJ - Zach Wilson, QB, BYU
Quite honestly I'm not sure what the Jets will want to do with the QB decision. Saleh has praised Darnold, who still has flashes of potential, but has not produced at a high enough level to justify passing on a QB. If QB isn't the pick at 2, I'll expect a trade down.
- MIA (via HOU) - Penei Sewell, T, Oregon
The fins could use help at pretty much any position on the offensive side of the ball, and with Sewell being #3 on my big board, he'll fill in as their franchise tackle.
- ATL - Micah Parsons, LB, Penn State
I know a lot of people are predicting a QB at this spot, but Matt Ryan is still playing at a high level. I wouldn't be surprised if the pick was Fields, or if Atlanta trades down but the Falcons get the best defensive player on the board at #4
- CIN - Ja'Marr Chase, WR, LSU
Let's reunite some LSU magic shall we? Burrow and Chase seems like a fantastic story line going into Burrow's sophomore season after his injury. The Bengals have Tyler Boyd and Tee Higgins playing at a high level, but I wouldn't stop adding to your receiving corp until you have 3 starting caliber receivers and Chase is the BPA. A tackle or defensive player at this spot would be a reach
- PHI - DeVonta Smith, WR, Alabama
If I'm Philadelphia, I'd be looking at the QB position here, however with Wentz's massive contract and Hurts in the second round last year, I don't see them pulling the trigger on one. The Eagles clearly need help in a lot of spots, so they take the best offensive weapon left on the board at this point
- DET - Jaylen Waddle, WR, Alabama
I know three WRs in a row is unlikely, but Detroit is going to need one with all of their starting receivers hitting free agency. Even if they retain Golladay with the Franchise tag, they need more weapons to surround Matt Stafford, assuming he's still wearing a Lions helmet next year.
- CAR - Justin Fields, QB, Ohio State
In reality, I am certain that a team will trade up to get Fields if he starts slipping, but with no trades in this mock, the Panthers get lucky and get a QB who could easily be in Carolina for the next decade.
- DEN - Trey Lance, QB, North Dakota State
Drew Lock ain't it. Trey Lance has massive potential and I expect the Broncos to take another swing at a QB if anyone of the top 4 guys are there for them at 9.
- DAL - Kyle Pitts, TE, Florida
I know, I know, the Cowboys need help on D. My philosophy is BPA and Pitts would have the potential to turn this offense into something fantastic. Resign Dak, draft Pitts and you have an offense that could carry you to winning the NFC East easily
- NYG - Caleb Farley, CB, Virginia Tech
The Giants need help in a lot of spots, and I'm going to go with the best defensive player on the board. Any offensive player would be a reach at this point and Caleb Farley can play at a high level at a high impact position.
- SF - Jeremiah Owusu-Koramoah, LB, Notre Dame
This one feels like a bit of a reach, but the 9ers have players at Edge, Tackle and Corner so it doesn't make sense for them to take one of those guys. This pick will heavily revolve around who the 9ers bring back this offseason, but for now Koramoah is their guy.
- LAC - Patrick Surtain II, CB, Alabama
This might be one of the more controversial picks, as I know that Chargers fans want a Tackle to protect Herbert. But the Chargers have a need at CB as well, and with Surtain still on the board, he's ranked higher than any tackle left. You may see a tackle in the second round for LA.
- MIN - Kwity Paye, ED, Michigan
I've seen some Vikings fans say Edge isn't a need for them, but the player grades don't support that. Their highest rated EDGE defender was rated at a 64.3 this season, and Paye is the best player on the board.
- NE - Gregory Rousseau, ED, Miami
The Pats have holes to fill at QB, WR and EDGE and Rousseau is the best player at those positions. Mac Jones was in consideration here, but I don't think he'll thrive in a poor offensive situation with limited weapons
- ARI - Rashawn Slater, T, Northwestern
Arizona needs to keep the pressure off of Kyler Murray, and their line was improved this year, but there is no reason not to continue to add to it and keep your MVP candidate from taking hits.
- LV - Christian Darrisaw, T, Virginia Tech
I'm not in love with this pick, but this is how the methodology I used shook out. Darrisaw is the best player left.
- MIA - Rashod Bateman, WR, Minnesota
You have to surround Tua with some more help on offense, and Bateman has the size and talent to be a good pick for the Dolphins at 18.
- WAS - Jaycee Horn, CB, South Carolina
Washington's primary needs are on the offensive side of the ball, but you can never have enough talent in the secondary. Darby may be gone, and Horn will help to replace him and continue to add to a defense that has potential to be great.
- CHI - Mac Jones, QB, Alabama
As their roster sits right now, the Bears need a QB. No doubt about that. I'm not sure that Jones has what it takes to elevate this offense to the next level, but if the Bears don't make a move in FA or trade for a QB, they need to take a swing on Jones in the first.
- IND - Christian Barmore, DI, Alabama
The Colts roster appears to be pretty complete, minus the QB situation, but with no QB left that I'd consider taking in the first round, Indy goes BPA and helps bolster their defensive line
- TEN - Azeez Ojulari, ED, Georgia
Tennessee has uncertainties at their Edge position, with Clowney hitting free agency once again and Ojulari is at the top of my board. They'll grab the speed rusher out of Georgia
- NYJ (via SEA) - Wyatt Davis, IOL, Ohio State
Joe Douglas loves to build up on the offensive line, and the Jets O-line project is certainly not complete. Davis fills a need to protect Zach Wilson.
- PIT - Alijah Vera-Tucker, IOL/T, USC
Tucker is projected to slot inside to guard in the pros, but with Villanueva not returning I'd be interested to see if Pittsburgh gives him a shot at tackle, either way the Steelers grab an O-line piece.
- JAX (via LAR) - Nick Bolton, LB, Missouri
Bolton led the SEC in defensive stops for two years in a row, and he will serve as a good piece on this Jags defense
- CLE - Samuel Cosmi, T, Texas
Another pick that will not be loved I'm sure, but looking at the Browns grades, Jedrick Wills did not grade well. Probably won't be the pick at 26, but based on the way I put this together, I think it's something the Browns should consider.
- BAL - Rondale Moore, WR, Purdue
Moore would fill a need on this Raven's team, and plug in at the slot. Add another weapon in FA, and the Ravens could have a legit receiving corps
- NO - Zaven Collins, LB/ED, Tulsa
This was a hard one, but the Saints get a linebacker with great blitzing skills to add to their already good defense
- TB - Trevon Moehrig, S, TCU
As one of the most complete teams in the league, the Bucs get to take a safety with a lot of talent and size here at the back end of the first.
- BUF - Jayson Oweh, ED, Penn State
Buffalo's defensive line was one of their weaker groups on this team, they grab the speedy rusher out of Penn State to help bolster that unit.
- KC - Kadarius Toney, WR, Florida
The rich get richer. With few holes on their roster the Chiefs are able to grab another receiver who works well after the catch, as he is a tackle breaking machine
- GB - Carlos Basham Jr., ED, Wake Forest
Basham is a solid prospect who can help out on the Packers defensive line in rotation.
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