I absolutely love this game! Not because it's so amazingly fun, although the solutions are certainly pretty, but because it's a wonderfully simple and intuitive example of how you use degrees of freedom within a self-referential mathematical set to determine the relationship's between members of that set. If you approach the levels correctly, you will easily solve each level on the first try. I'm not sure if it was intentionally crafted like this or not, but that solving method is one of the most basic ideas in encoding theory! Oh my, isn't math just so exciting?
(Easy way to kill the final boss): Set lightning as your first weapon, and the shortshield as your second. As soon as the level starts you want to maneuver inside the boss, using up your lightning as you do so. Once you need to reload lightning, switch over to shortshield. The boss should die before you run out of ammo. You want to use lightning first, as it continues to fire after you run out of ammo, whereas the shortshield doesn't.
I still have nightmares about trying to throw fireballs at super quick ninjas before they can "touch my gems" from the last one.
About half way through this one, (15/16 good's) and it's great so far. The little improvements are appreciated, and the maps seem much less frustrating while still being challenging.
But seriously, I feel like I may need to see a therapist about my completely rational fear of invisible ninjas stealing my jewels. Freud would have a field day!
-Chain/Multi/Mana is undeniably the best combo at gem grades 12+
-The summon multiplier xp bonus is pretty useless on your first playthrough, you're much better served by pursuing all the battle amulets and using harder game modes.
-More monsters lowers the mana reward for each kill! So don't use that setting until you're already using all the others.
-Extend mana spell is not very useful early on in the game
-Shrines should be primarily used for their -%hp ability. Gem bombs for killing monsters is a huge waste.
-Early on you'll need multiple towers boosted by one or two amplifiers, but later you'll want to transition over to one super tower boosted by eight amplifiers! At gem grade 12+ you can also use traps to amazing effectiveness as damage dealers.
-Giant monsters only/armored only is your friend!
-Triple gem mastery is a must!
-If you enjoy the game, the premium content is well worth it, even if you don't want to buy it simply to support the developer.
Gemcraft Labyrinth is not all that different from the earlier entries in the series, but the changes that are made are all positive, and the core elements that made previous installations so awesome are still there.
-The gem anvil/duplicate feature singlehandedly allows semi-casual players to achieve highscores without the need to use macro programs and the like.
-The mix-n-match approach to battle modes is alot of fun to mess around with, and allows players much more flexibility in their approach to the game.
-The 'labyrinth' map setup is not really that different, as there is still only only path to the end, but is wonderful in allowing access to many different level setups for gaining experience.
-'No limit' skills in conjunction with the endurance setting effectively quadruples the game length, for those interested in continuing past the already huge amount of content.
Cool game. Once you get to 4 layers of color, it seems like you can stumble into "pure luck" situations where it's almost impossible to reason through it. But I guess that's why it happens at high levels! I like the powerups too, they're really powerful, but I usually end up losing with a few left just because I'm trying to hoard them, haha. Got to 19!
Love it! I really like the integration of a top down shooter with an RPG. Especially when that means you're an 8-bit wizard kicking tons of ass! I would really like to see this turned into a full-length game. Items would also be a really cool addition, allowing for more (and easily swappable) customization. It seems as if creating new levels would be fairly easy, so it'd be really cool to see an "adventure map" type feature where you could take different paths through the world, taking on different missions at different times. This could also allow for missions with more specific goals than "kill everything that moves," even though I do always greatly appreciate that goal!
All in all it's great, and I'm really hoping for a sequel.
This is an epic adventure story of stealing everything that's not nailed down, particularly old womens' magical amulets, and plucking hairs from sleeping or otherwise unwary creatures. Helped along with amazing artwork, and a well suited musical score, this is truly a masterpiece of everyday life!
I really can't understand how anyone likes this game at all. Yeah the sound, feeling, and graphics are great. However, the incredibly repetitive, boring, mindless grinding that is combat and progression makes this completely unplayable in my mind. I haven't played this is a few years so I figured I'd give it another chance. Didn't even make it to level 5 this time before I remembered why I felt such distaste for it originally.
When I first played this game I thought it was kind of stupid, but a fairly solid td.
Now I'm completely done with this piece of crap. I beat it before badges and now that I'm trying to beat it again I've ran into the same glitch 3 times. A single unit is somehow invincible (neither gun nor gunman nor towers kill) and proceeds to stab or shoot my base to 0, which is what this game gets.
Great game. It takes all the elements of the old raiden-esque games and epitomizes them perfectly in a flash format. The gameplay/design is rock solid, and really all that keeps this as "just another internet game" is the simple graphics.
I used the mouse control scheme and found this it worked quite well except when I accidentally moved it off the screen a few times. (blowing my multiplier) I'll probably give this another run through for at least the first five levels. (There are 10 levels)
Fairly bland Td. Nothing innovative.
The one serious flaw I saw is that the AoE tower (bill) is never denoted as such, it's not even hinted that the game supports AoE.
Fairly challenging TD (medium obviously)
The "point" of the game, a funny political theme, was well executed so I give it a 3/5.
"You'll understand this game and badge name when you're older, kids."
Is that a reference to the fact that the game is done in a surrealist motif and therefore has something to do with drug use?
And the only connection I can make to the badge name is Trainspotting, which seems like it might be the case since "trainspotting" did occur in the game.