Is that a yes?
TheWolfCub
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I cheesed it by somehow making a position where no matter where I moved I always landed back on a flag with one of my kittens and so I was always safe on a 2 flag, then I just entirely skipped the bottom left room, and even if there is not much there I think that I was supposed to go there.
Also really nice map and really good gameplay/mechanics and very interesting/ complicated. Awesome puzzle
Oh! I call them spider-dice or fusion dice. And you can't collect them because they are always unlocked, just in the spider event. This is to make sure that the game still is balanced, lore-wise it might just be that this kind of die can only be acquired by a god-like being like the spider.
And as for the glitch, I have no idea, mainly because I only play with 5 die MAX. And I'd have to say that maybe it is a bug about you obtaining H a die when you weren't supposed to. How did you get the final die?
I am honored to find someone that managed to challenge my spot as world record.
however, I'd like to tell you what are the die you are looking for to get the "theoretical best".
1 hollow gold mirror die
1 hollow gold boost die
1 glass "all-6" terrain die
1 eternal and grow attack die
3 hollow and grow block and heal die
And good luck on your runs. We'll all need it.
The dice combinations I used vary from one run to another but generally follow a simple set of rules that make this achievement possible:
- Mirror + Boost
- Defense is the best offense
- The deterministic strategy
- Grow and hollow
- block & heal
The first rule is simple, always have a perma-mirror or a mirror die with all sides equal to 4 and the hollow property, that is a die that substantially a times 2 to whatever is opposite to it. And always have a boost die to work with it, because of geometry a boost die with only 2s and 3s will add 6 to whatever the mirror is duplicating if you play your dice correctly.
The second rule is a double, your dice that aren't support (terrain, mirror, boost) should all be focussed on Heal / Block, apart for one singular die. That must be able to hypothetically win every encounter if given enough time, so if it has the "area" or the "grow" effect it is more than enough, otherwise a "The Holy" is a good weapon to have.
The deterministic Strategy is a vague rule to say the least, the thing is, the less luck there is in your rolls, the more consistent results you'll get, which is very important if you are testing your luck of a roll multiple times per encounter per floor. With each new undetermined variable the chances of making it far become more and more slim. Because of that it is better to avoid having more than 5 dice in your bag at the start of an encounter as there will be a world in which you will roll bad dice that don't help you survive.
Grow and hollow is a lesson everybody knows, spam grow and hollow on all the dice you have, make sure to always be able to play 5 dice in one turn and make sure that your strength that keeps increasing with time.
Finally we have the "Block & Heal", this isn't a strategy, it's a must to survive in the late levels, you need to find the "menacing spider" encounter and need to get a "block and heal die", without it you are basically guaranteed not to pass floor 50 or even sooner.
The best possible scenario would be to have 2 "Gold grow and hollow Block and Heal die", and if you look into the photo of the world record you'll see that I only needed the "grow" option on the second one and I would have been complete, until there I had been using a "Gold grow and hollow Block die", which is significantly worst than the die I was aiming for.
AS A SIDE NOTE, in my world record run it might look like I broke two rules: The deterministic strategy and the "grow and hollow", as I have a sixth die that is the "gold glass Terrain die", however that isn't a problem for the deterministic strategy for my intention is to play it as soon as possible to get a power boost in my defensive dice and after that never touch it again (The glass was intentionally put on that die for this specific reason.) And because of the glass property the "grow" property isn't applicable and the "hollow" property would be wasted on that die.
If you need more explanation just ask me, I'll always be happy to help.
I finally got world record for highest floor.
I'll put a detailed explanation of way those dices as a reply so that anyone can try it.
To my knowledge the previous record was floor 56 or the beginning of phase 7 into endless mode.
I had reached floor 51 thrice and after the second I quit the game for a year out of frustration.
Coming back I played three runs, the first is the third floor 51 death. The Second broke the world record: floor 64 or late phase 8 into endless mode.

The third run came right after as a celebration to the world record however it went way further ahead than I could imagine:

Floor 91, or the beginning of phase 14, doubling the phase number, and I could have gone further, but I was too greedy and failed to see a mortal treat from an opponent, so I perished.
IT IS NOT OVER HERE, I WILL TRY TO REACH FLOOR 100, wish me luck
Bro, just wait until you get to Endless Mode at a high phase, in my current run I'm at floor 69, have 104 Max health and I'm praying not to be 1-shot by the enemies anyway, which isn't a hypothetical! If I get all bad odds in a row, I'll be getting dealt around 165 damage in one turn. Pray for me please.

I have played this game and I've loved it, it's a weird combination of Die in The Dungeon and Peglin, both games I really enjoy, and it has come time to leave my feedback:
1) Some of the tiles are extremely weirdly described or lack information, an example being the "25% chance of dealing 5 damage", I always thought that this one was useless because I assumed that the remaining 75% was a "deal no damage", which makes it kinda bad, only now, after beating the game multiple times, I realize that the last 75% was a "deal 1 damage". Another example is the "earthquake tile", reading "when placed causes an earthquake that moves all tiles", I was expecting all the tiles to move in a random direction, which made it a terrible pick for me, now instead I realized that the movement was deterministically towards the ground and that could get me easily out f tricky situations.
2) The elite fights seem underwhelming with rewards, especially because the third option isn't present if you re-roll. some relic like in peglin would make the experience more worth it.
3) There are some interactions I'd like to sort out, like this one: An electric tile doesn't destroy another electric tile, or if beat the game the next run you get to keep the money you had when completing it, or an enemy tile being used to make a player tris (This has happened in the third act against a specific opponent that uses a player tile to suicide.), are those bugs or genuine mechanics?
4) Sometimes the animations feel too slow, could there be an option to increase the animation speeds?
5) As mentioned in point 4, the animation speeds are slow, and there is an option to "pre-move", or put your tile on the board before it is "technically" your turn (I consider this the first moment in which you can press arrow button and skip your turn, which is a weird mechanic on its own), however this means that if you are fast enough (my default mouse sensitivity is the max, and even with that I can't consistently fast enough) you can place your tile where the enemy would want to place theirs, this results in a lot of good perks: 1, the enemy turn is canceled and the tris they made, if any, isn't considered complete. 2, the overwritten tile is gone and won't ever return to the enemy, not even on board clears, this means that you can technically get an enemy to have 0 tiles by overwriting each of their tiles. 3, the overwritten tile, while still visually present, doesn't occupy any space and can be played on by both you and the enemy, the tile is also not considered part of any tris.
P.S. The animation speed also makes another problem, if you use a tile that has an animation (e.g. electric, rain, axe, earthquake) and the animation plays, you have more than enough time to get the tiles to any space you want, making the bug easily accessible. With this I made a fully animation-heavy deck and beat the game by not allowing the final boss to place any tile.
6) No matter how much time I've looked the AI never seems to use the second or third tile in the turn order, even tough they very well could, this also feels like I'm exploiting them for I'm able to essentially plan several moves ahead by looking what the enemy will do and, occasionally, intentionally loosing three hp to get an insane damage number in one turn.
I hope that this comment wasn't heard as a downgrade for this game, this is an awesome game and I really enjoyed playing it. KEEP DEVELOPING
I made a custom map! here is the code beneath, just paste it in the Level editor to play it, the map isn't made to be really challenging but you do need to have some advanced game knowledge about it, however even with that I feel that the map isn't too hard (before anybody asks, "yes, the first move will always result in your death, this is a map about Statues and it aims to show off interactions with those statues, for that you'll always die on the first move, just move again to continue playing")
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I think I won
Apart from challenging anybody to get a higher score (the meme about infinity doesn't count) I'd say that this was a really well made cursed game and that the "counter" descriptions have gone out of hand multiple times, easily resulting in tung twisters.
Very cool game, if it isn't a problem please add more and Chess Battle Advanced.
Hello, I'm here again because I want to talk about "Wrong-warps", and I have news, I might have an idea of what is happening but I don't know the code, so I had to improvise.
What happened that got me theorizing on the "Wrong-Warp" glitch is a little bug that happens after you reset in a "Wrong-Warp" state.
However, before let's assume something:
1. Assume that the game has 3 "Data types" stored: Rewind-data, Player-data and Level-data. Where Rewind-data is the one read when you press "Z" and that stores the past positions, Player-data stores the position of the player, it's current level and facing-direction, while the Level-data stores what the level looks like, its pushable objects and, most importantly, the id and ways to change level (warp-zones)
2. Assume that the game handles the data from Player-data to Level-data in a continuous flow between the two, allowing for certain data to be corrupted without the game knowing until a certain action triggers it.
Ok, from here this is the steps that should be done: if you are in the main hub the get to any room you want and then proceed.
From that place just warp to the hub with "Return to hub", then press "Z" as your first action, the screen will shake a lot and then you'll be back to where you were before. Like if nothing happened, however leaving the room will cause a wrong-warp and, most importantly, pressing "R" will automatically "Wrong-warp" you to the main hub.
Here is my conclusion:
You are playing normally when you warp to the hub, at that point the game sees this action and informs the Player-data that the current level is now "Hub" and loads that level.
After you press "Z" the game goes back to the Rewind-data and sees a warp, telling the game to redraw the previous level on the screen and to load all of the stuff that was present in that level, but making 1 giant mistake, the game doesn't inform the Player-data that the level id was changed.
Now leaving the room will cause a few things to happen:
1. the game is going to check which level the player was in.
2. Because the player was in "the hub" (the player-data says that about the player), the game is going to check where the player left the room.
3. The game is going to ask the level-data where he should send the player next.
4. The level-data is going to look at the information presented and and not understand, according to the level data the player left the room "Hub" from a non-existing exit in the middle of the level.
5. In an attempt at fixing everything the level-data messes up and ends up sending the player where it shouldn't be, in a not-existing level.
6. A patch catches this fact and re-warps the player to the "Oops, wrong-warp" screen, changing both the Player-data and the level-data.
7. The room gets loaded and the player gets their input back, without the "Z" option available.
There is also to note that after pressing "Z" and "Wrong-warping", pressing of "R" will make the game reset the room the player is in, but because the player is now technically in the "Hub" room then pressing "R" will essentially warp to the "Hub" instantly.




The game has been 100%,
best run:definitely the one that got me 3 achievements on hard mode in one,
fastest run: 8:28 hard mode Assassin
Thanks to double-strike 6 damage arrow for its help in this challenge
I HATE THE GUYS THAT DASH AND SLICE YOU ALIVE, THOSE THINGS ARE FRUSTRATING BEING BELIEF.
The only thing left to do is the "clear All Data" button.
Awesome game, 10/10, thanks for this beautiful experience. KEEP DEVELOPING.
Now rate this out of 10




