How to Balance Game Design with Metrics for Slay the Spire

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June 26, 2019
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GDC Festival of Gaming
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How to Balance Game Design with Metrics for Slay the Spire

TL;DR

Slay the Spire balanced its cards, relics, events, and monsters by giving each a distinct purpose rather than making everything equally powerful. Anthony Giovannetti explains how iteration, playtesting, player metrics, and feedback from Slack, Discord, streamers, and YouTubers guided decisions throughout more than a year of early access. Read on to see how its single-player roguelike structure, rare combos, and 20 Ascension levels supported diverse strategies.

Transcript

my name is Anthony Giovannetti and I am one of the two cofounders of mega Kirk Games slay the spire was our first professional game but in college I worked with my co-founder Casey on Oh with on two smaller hobbyist level projects that taught us a lot about exactly what not to do importantly you should know that I'm a huge fan of card games I grew ... Read More

Key Insights

  • Slay the Spire is a fusion of roguelikes and deck-building games, requiring unique balance strategies.
  • Balancing the game focused on ensuring every card and element had a purpose, not making everything equal.
  • Single-player and roguelike nature allowed for more flexibility with powerful combos, as they don't affect other players.
  • The team used a metric server to collect extensive player data, enabling data-driven balance decisions.
  • Playtester feedback was crucial, facilitated through tools like Slack and Discord for easy communication.
  • Frequent updates during early access kept players engaged and allowed continuous balance refinement.
  • Ascension levels added a unique difficulty progression, providing granular data for balance adjustments.
  • Streamers and YouTubers were invaluable for real-time feedback and community engagement.

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Questions & Answers

Q: How did the developers balance Slay the Spire?

The team aimed to give every card, relic, event, and monster a meaningful place instead of making every option equally powerful. Iteration, playtesting, player metrics, and community feedback helped them preserve diverse strategies while limiting effects that were both too powerful and too easy to assemble.

Q: What role did metrics play in balancing Slay the Spire?

An in-house metric server collected extensive data from player runs and helped the team make informed balance decisions. This passive data complemented direct feedback, including information from players who never submitted comments themselves.

Q: Why did Slay the Spire allow extremely powerful card combinations?

Its single-player roguelike structure meant a powerful combination would dominate the game rather than ruin another player's experience. The team considered such combinations acceptable when they were rare, difficult to assemble, or required players to actively seek them out.

Q: How does the Corruption and Dead Branch combo work?

Dead Branch is a powerful rare relic that generates new cards whenever a card is exhausted, while Corruption makes exhausting cards very easy. Together they create substantial value, but players may not encounter both pieces or may decline Corruption before finding Dead Branch.

Q: How did the developers gather player feedback?

The team used Slack and Discord to make communication with playtesters and the wider community easy. A feedback bot and a low barrier to submitting comments encouraged players to share more of their experiences.

Q: How did frequent updates help Slay the Spire during early access?

Weekly updates established a regular rhythm of change and let the team continually refine the game's balance. They also kept players engaged and generated ongoing feedback for further iteration.

Q: What are Ascension levels in Slay the Spire?

Ascension is a difficulty progression system with 20 levels of increasing challenge. It served players with different skill levels while giving the developers more granular performance data for balance adjustments.

Q: How did streamers and YouTubers contribute to Slay the Spire's development?

Watching streamers and YouTubers exposed the developers to real-time reactions, discussions, and broader community sentiment. Those observations helped the team understand player experiences and informed later balance decisions.

Summary & Key Takeaways

  • Anthony Giovannetti discusses the iterative and metrics-driven approach to balancing 'Slay the Spire'. The game combines roguelike and deck-building elements, requiring each card and element to have a distinct role rather than equal power. Tools like a metric server and community feedback through Slack and Discord were pivotal in refining the game's balance.

  • The single-player and roguelike nature of 'Slay the Spire' allowed for powerful combos without affecting other players. The team focused on ensuring rare and hard-to-obtain combinations were rewarding but not game-breaking. The use of a metric server enabled data-driven decisions, while frequent updates kept players engaged.

  • Ascension levels provided a unique difficulty system that catered to different player skills, enhancing data collection for balance adjustments. Streamers and YouTubers offered valuable feedback and community insights, while the iterative design process allowed for rapid changes and improvements based on player input.


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