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Cake day: June 14th, 2023

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  • You don’t have to have nostalgia for the game to appreciate how wonderfully crafted and expansive it is. It has one of the best soundtracks of any game, period, and its art is highly detailed and numerous. It has a ton of secrets (including one MAJOR secret) and a couple of extra game modes that enhance the replayability.

    I would say the game seems to get better every time I play it. Is that nostalgia or something else? There are a lot of games I played before I had ever seen SOTN, yet I don’t feel the same desire to keep replaying them. I think it’s like a piece of classical music or a great movie. The more you replay it, the more details you come to appreciate. The original Deus Ex is like that for me as well.


  • Gravity wells don’t have breakpoints like that though. They extend out to infinity, decreasing with the reciprocal square of the distance (Inverse-square law).

    What you may be thinking of is the event horizon, but the way that works isn’t nearly as magical as people might think. As your orbit spirals in closer to the black hole (which takes an extremely long time from a stable orbit) your escape velocity gradually and smoothly increases. The event horizon is the point at which your escape velocity reaches the speed of light. What this means in practice is that you disappear from view, as the light reflecting off you can no longer escape.

    The really weird part though is the gravitational time dilation effects near a black hole. To an outside observer, your approach to the event horizon (during spiral in) slows down more and more. That observer never sees you cross the event horizon because time dilation extends your descent time out to infinity. So you’ll end up appearing frozen in time, never reaching the event horizon.









  • Here’s the key thing to realize with deck builders: every card you take reduces the number of times you’ll see every other card in your deck by a small amount. It’s so easy to fall into the trap of “this looks useful, I’ll take it” over and over again.

    The best decks in Slay the Spire have 5 or fewer cards and they go infinite in on turn 1. Of course in most runs you don’t have the opportunity to create a deck like that. Instead, you want to think about what the core of your deck is right now. Think “if I could remove as many cards as I want right now, what sort of broken thing could I do with the rest?” If your deck can’t do anything broken even after all those removals, then see if adding a card would change that.

    If your deck can do something broken after removing all those other cards, and none of the reward cards on offer would change that, why take them?

    There are many opportunities to remove cards throughout a run. Take them as much as you can. Try to get rid of as many filler cards as possible. Strikes and defends, for example, have no business being in your deck at the end of the game.

    Ironclad, being the first character you can play in StS, is meant to teach you this concept (he also teaches you other concepts, such as health being a resource). He has a number of cards that exhaust other cards and he can frequently build into a deck that’s capable of exhausting down to a winning core. Try playing an exhaust based ironclad and see what you can do with an eye towards creating a broken core.