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But the simple animations for playing cards are still satisfyingly snappy, and I could take some turns lightning-fast once I got more comfortable. Taking as much pressure-free time as I needed was helpful early on, and pulling up the deck or discard screens even conveniently pauses the action during your opponent's turn. Slay the Spire doesn’t rush you with a timer as you make those tough calls either, so my confidence actually grew from every failed run since. Those little decisions are deceptively important, and there’s rarely an objectively “right” choice, which leaves lots of room to find your personal play style. Knowing when you can afford to take a few points of damage to inflict a few more of your own isn’t a huge deal in the heat of a battle, but it can make the difference in the long run as the Spire wears you down.
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It can be as simple as when you choose to play an attack card or a defense card. Slay the Spire has an addictive loop of experimenting, dying, and growing for the next run. You just get smarter and better at quickly deciding what will or won’t be useful, and the experimentation is one of my favorite parts. Apart from unlocking a few new cards and collectible Relics as you play, you never actually get stronger from one run to another. Being a roguelike, a run in which you make it all the way to the top only takes about an hour, giving Slay the Spire an addictive loop of picking cards, figuring out how good they are, dying frequently, and then taking that hard-earned knowledge with you into the next run.