
Casey Yano — Designing with Detail in Slay the Spire, Mastering the Gaming Grind, Marketing dos and donts, and Building a High Trust Company Culture (#58)
Think Like A Game Designer
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Designing Encounters and Room Navigation
This chapter discusses the design of encounters and the different types of encounters in the game. They talk about easier encounters and the shifting rewards associated with them. They also mention the different kinds of encounters such as shops, monsters, question marks, and other unique events. They discuss the decision-making process behind the number and types of encounters, as well as their initial three branch system for room navigation. They also mention the inspiration from games like Hades and FTL, and the importance of distinguishable icons in the map design.
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Transcript


