How Slay the Spire’s Original Interface Almost Killed the Game | War Stories | Ars Technica
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 Published On May 2, 2019

Mega Crit Games co-founders Casey Yano and Anthony Giovannetti set out to combine the roguelike and deck building genres into one game, but found themselves faced with an obstacle: how to reveal the enemies’ intent. With the help of an active playtesting base on Steam, they realized that to make the game succeed they would need to scrap the ‘next move’ system for something more Twitch Streaming friendly. And thus, the ‘intent’ system was born.

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How Slay the Spire’s Original Interface Almost Killed the Game | War Stories | Ars Technica

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