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How Slay The Spire’s UI Saved it From Failing

ThatGuyGlen 53,169 5 days ago
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Thanks to Factor75 for sponsoring today's video. Use my link to get 50% off and free shipping on your first Factor box! https://strms.net/factor75_thatguyglen Get 90% off your own .fun domain for your first year by using my code: TheGuyGlen at https://get.fun/ Support me on Patreon ► https://www.patreon.com/thatguyglen Become a YouTube member ► https://www.youtube.com/channel/UC_0e1271DHhRyiDIuX6B6aQ/join This The Slay The Spire documentary details the development of roguelike deck-building indie game Slay The Spire and goes behind the scenes of its creation. Discover why the two developers Anthony Giovanetti and Casey Yano wanted to fuse the genres roguelike and deck-building into a single-player experience. Thanks to their QA background, they knew player feedback would be the key to success. Therefore, they set up a Slack environment for playtesters and created a metric server to track all sorts of player data in order to make informed gameplay changes. The documentary also explores all the design decisions that Mega Crit Games made and shows how Slay The Spire’s Intent System came into existence. It also takes a close look at all the hurdles Anthony and Casey had to go through. For example, the Steam Early Access release was a failure initially. After two weeks, Slay The spire had sold 2,000 copies. The two developers tried sending out emails to press websites, but none of the bigger sites were interested in covering the game’s early access release. Lastly, the documentary explores why Mega Crit Games decided to switch engines two years after they started developing Slay The Spire 2. References: https://www.thatguyglen.com/article/JFUtfgGuc38 Patreon: https://www.patreon.com/thatguyglen Website: https://www.thatguyglen.com/ Twitter: https://twitter.com/GlenCallaert Bluesky: https://bsky.app/profile/thatguyglen.bsky.social Outro song: Thank You R.G.E. - Joe Bagale #SlayTheSpire #MegaCritGames #GameDevelopment

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