Last week we tested the Loaded Roll and Hop spells which give new ways of manipulating the die’s positioning.
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addedLast week we tested the Loaded Roll and Hop spells which give new ways of manipulating the die’s positioning. These spells gave a surprising amount of room for optimisation to the simple task of breaking a bunch of ceramics.
changedThe best solution was this 16-move path by Grolter, using a technique they call “counterhopping” to pass a turn by triggering Counterfeit, which refreshes the Hop spell, allowing infinite hops on the same face. Even with this technique, the path they found is super impressive, using Gust to line up the ceramics for that perfect opening.
changed[c]🎲 Spellsided Challenge #20: Loaded Die - 16 moves[/c]
addedWe’ve wanted spells like this in a game for a while. They really change the way you think about your movement. I played a bunch of campaign levels with them equipped and it truly felt like easy mode, just pulling up whatever spell I need whenever I rolled Loaded Roll. You no longer need to worry about the usual movement techniques like pocketing. I think something like Loaded Roll could be great for new players.
changedDid these spells make gameplay notably easier for you? Was it too easy, to the point of being trivial?
changedCould these spells become a staple of optimisation challenges, similar to Dash?
Spellsided changes
addedLast week we tested the Loaded Roll and Hop spells which give new ways of manipulating the die’s positioning. These spells gave a surprising amount of room for optimisation to the simple task of breaking a bunch of ceramics.
changedThe best solution was this 16-move path by Grolter, using a technique they call “counterhopping” to pass a turn by triggering Counterfeit, which refreshes the Hop spell, allowing infinite hops on the same face. Even with this technique, the path they found is super impressive, using Gust to line up the ceramics for that perfect opening.
changed[c]🎲 Spellsided Challenge #20: Loaded Die - 16 moves[/c]
addedWe’ve wanted spells like this in a game for a while. They really change the way you think about your movement. I played a bunch of campaign levels with them equipped and it truly felt like easy mode, just pulling up whatever spell I need whenever I rolled Loaded Roll. You no longer need to worry about the usual movement techniques like pocketing. I think something like Loaded Roll could be great for new players.
changedDid these spells make gameplay notably easier for you? Was it too easy, to the point of being trivial?
Last week we tested the Loaded Roll and Hop spells which give new ways of manipulating the die’s positioning. These spells gave a surprising amount of room for optimisation to the simple task of breaking a bunch of ceramics.
The best solution was this 16-move path by Grolter, using a technique they call “counterhopping” to pass a turn by triggering Counterfeit, which refreshes the Hop spell, allowing infinite hops on the same face. Even with this technique, the path they found is super impressive, using Gust to line up the ceramics for that perfect opening.
[c]🎲 Spellsided Challenge #20: Loaded Die - 16 moves[/c]
We’ve wanted spells like this in a game for a while. They really change the way you think about your movement. I played a bunch of campaign levels with them equipped and it truly felt like easy mode, just pulling up whatever spell I need whenever I rolled Loaded Roll. You no longer need to worry about the usual movement techniques like pocketing. I think something like Loaded Roll could be great for new players.
So I’d love to hear your feedback on these points:
Did these spells make gameplay notably easier for you? Was it too easy, to the point of being trivial?
Could these spells become a staple of optimisation challenges, similar to Dash?
Please feel free to discuss here or on our Discord server (link below) where you can find more players' solutions!