Also, don't forget not to cover the path starter blocks' exits with lines of other colors, or you will never be able to complete the level. Use this to eliminate possibilities.
If you want help beating the game WITHOUT looking at a walkthrough, here's some tips: If you're stuck, there are generally some places only certain blocks will go. Sometimes, clearing is helpful in that you don't get confused and look at the same possiblities over and over. Consider the paths lines which cut the board in two. The only way to get through them is to go around them, or cut straight through them. Think about what will happen when you make certain paths, and you can eliminate possibilities. + this please if it's helpful.
Questy:"I'll put loot bags in my way to make myself follow them, and I'll put one-way gates in my way to block myself so I can find some treasure!" Seems legit.
So the last people who entered the dungeon drew some arrows, and obviously died horrible deaths. And Questy says, "Screw this, let's follow the arrows!"
When a spy drops a timed bomb next to enemy soldiers, the enemy soldiers simply look at the source of the noise, refusing to move from their posts... until the bomb kills them. I admire their loyalty.
Something interesting about this game: There are enough command-stones for all but 4 dibbles. Thus, in the levels where you have to use all the command-stones, only 4 dibbles will make it to the end. However, don't be fooled, there are other ways to get around the level that will save you time and points. Not all command-stones need to be used. For example, in level 15, place a Boom at the first rock, then a Bungee where the rock was. Then use two Extends to get across the gap. That way, only 4 dibbles are killed in level 15. There are other example levels too, but that's for you to find out. Also, turbo wherever possible; more points.
For those who are having trouble trying to solve without a walkthrough, here's how to beat the game: Get all the blocks into separate but adjacent columns/rows. Then spark a chain reaction that will hit those blocks too. + to keep this alive!
Quote from TurboNuke: "The game adds time to the AI players if you press END NOW, but it is impossible to calculate this accurately (the physics simulation takes time)." In ThePodge's Dibbles series, after you have built a safe path for the dibbles, a turbo button let you make the game 3x faster so you could finish faster. GemCraft had the turbo feature too. It would make so much more sense if you could add on the same sort of feature. After the player finishes, triple the speed of the game so the player finishes faster. It would still mean we'd have to wait for the players to finish, but it would be a lot faster and, of course, more realistic. This is a simulation, and in simulations like this one, you don't just say, "Let’s end the round now and say it took the other players a random amount of time to get to this hole." I’m not saying the “End Now” feature is bad, but I am saying you could integrate a better alternative so the “End Now” button isn’t necessary.
Oh, so by chance Chuck wins a trip to Starlight City, which by chance happens to be sponsored by Papa. By chance his bus stopped in front of this giant mega prize machine, and by chance happens to win first try. By chance the mega prize is the manager position of some new KFC-like restaurant, which by chance happens to be owned by Papa. Yeah. Right.
There is a special iframe submission option!