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Steam News3 July 20261mo ago

Challenge Roundup - Challenge #19: Pincushion

Last week’s challenge featured a mechanic we’ve been wanting to test out for a long time - a weapon which attaches to a die face and rotates with it.

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changedLast week’s challenge featured a mechanic we’ve been wanting to test out for a long time - a weapon which attaches to a die face and rotates with it. It’s a very different way of thinking about the die’s positioning and it resulted in some very brainbending solutions from our Discord members.
addedThe best solution was this 13-move path by Grolter which exploits a few high-level techniques. The main technique they’re using is passing turns using trigger spells, since using triggers doesn’t add to the move count. This lets them deal the tick damage with the sword while it’s inside Goodfellow without using extra moves. But then that ending combo is just pure shape rotation mastery, keeping a sword in Goodfellow on every step.
changed[c]🎲 Spellsided Challenge #19: Pincushion - 13 moves[/c]
addedThis logic for trigger spells is probably something that’ll be changing once we have all spells outlined. My current thoughts are that most triggers shouldn’t pass a turn or count as a move unless they specifically specify. But I do like this meta of using triggers to idly pass a turn, so just adding a “Wait” spell could be a good way to keep that layer of strategy.
changedHow should Trigger spells be handled in terms of the turn system and the move counter?
changedIs Spectral Sword worthy of being a level 3 spell? (for reference, Champion’s Lance is a level 2 spell) I’m thinking it should be buffed in some way like longer range/higher damage or reduced to level 2.

Spellsided changes

changedLast week’s challenge featured a mechanic we’ve been wanting to test out for a long time - a weapon which attaches to a die face and rotates with it. It’s a very different way of thinking about the die’s positioning and it resulted in some very brainbending solutions from our Discord members.
addedThe best solution was this 13-move path by Grolter which exploits a few high-level techniques. The main technique they’re using is passing turns using trigger spells, since using triggers doesn’t add to the move count. This lets them deal the tick damage with the sword while it’s inside Goodfellow without using extra moves. But then that ending combo is just pure shape rotation mastery, keeping a sword in Goodfellow on every step.
changed[c]🎲 Spellsided Challenge #19: Pincushion - 13 moves[/c]
addedThis logic for trigger spells is probably something that’ll be changing once we have all spells outlined. My current thoughts are that most triggers shouldn’t pass a turn or count as a move unless they specifically specify. But I do like this meta of using triggers to idly pass a turn, so just adding a “Wait” spell could be a good way to keep that layer of strategy.
changedHow should Trigger spells be handled in terms of the turn system and the move counter?

Last week’s challenge featured a mechanic we’ve been wanting to test out for a long time - a weapon which attaches to a die face and rotates with it. It’s a very different way of thinking about the die’s positioning and it resulted in some very brainbending solutions from our Discord members.

The best solution was this 13-move path by Grolter which exploits a few high-level techniques. The main technique they’re using is passing turns using trigger spells, since using triggers doesn’t add to the move count. This lets them deal the tick damage with the sword while it’s inside Goodfellow without using extra moves. But then that ending combo is just pure shape rotation mastery, keeping a sword in Goodfellow on every step.

[c]🎲 Spellsided Challenge #19: Pincushion - 13 moves[/c]

[c]1️⃣ Shield 2️⃣ 3️⃣ Spectral Sword 4️⃣ Counterfeit 5️⃣ Spectral Sword + Dash 6️⃣ Spectral Sword + Dash[/c]

[c]⬆️⬆️⏺️⬆️⏺️ ⬆️⬅️⏺️⬆️⬆️ ⏺️➡️⬅️➡️⬆️ ⏺️⬆️⬆️[/c]

Grolter’s 13-move solution

This logic for trigger spells is probably something that’ll be changing once we have all spells outlined. My current thoughts are that most triggers shouldn’t pass a turn or count as a move unless they specifically specify. But I do like this meta of using triggers to idly pass a turn, so just adding a “Wait” spell could be a good way to keep that layer of strategy.

So my main questions I’m curious to hear players thoughts on are:

  • How should Trigger spells be handled in terms of the turn system and the move counter?

  • Is Spectral Sword worthy of being a level 3 spell? (for reference, Champion’s Lance is a level 2 spell) I’m thinking it should be buffed in some way like longer range/higher damage or reduced to level 2.

  • How does using Spectral Sword feel compared to the usual shape rotation logic of the game? Would it be something worth exploring in other spells, or better off as a novelty mechanic?

Please feel free to discuss here, or on our Discord server (link below) where you can find more players' solutions!

-Dion

Source

Steam News / 3 July 2026

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