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Cloned Jade dissapeared with gold spent when misclicking placing on center waypoint tile on map 2.
In general game get better but still my Jade field (dozens of with fire rate and damage ups) cannot penetrate huge armor effectively maybe because minimal damage stay so low all game?
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The next update will be about achievements and skill points. On maps you will have to reach a certain level to win. Then you will get skill points that can be spent to upgrade alchemist skills.
These are just plans so they might change.
-Alchemist skills:
- Wealth +100/300/500 starting gold
- Looter +1/2/5 gold from goblins
- Endurance +1/3/10 life
- Goblin slayer +1/3/10 damage to bosses
- Haggler 5/10/15% discount for chances upgrades
- Enchanter 5/10/15% discount for gem upgrades
- Unlock Sky Blue Topaz
- Unlock rune 1, 2, 3, 4, 5
- Unlock aura gems 1, 2, 3
-Earn skill points for:
- clearing a mine (level 100) at a certain difficulty level
- killing 1000 / 10000 / 100000 monsters
- doing 1000 / 5000 / 10000 damage with a single shot
- placing 100 / 500 / 3000 gems
- placing 50 / 150 / 300 runes
- maze length 100 / 200 / 300
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Love the new updates - thanks! Managed to create a splash-stun at level 98 :)
This brings a whole new challenge to the later stages.
I missed this comment for a time. That is cool this means that getting a sky blue topaz is really hard but not impossible. Just the way it was intended to be :) I guess if you have a lot of kills on it and surround it with aura gems then you can reach far.
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Version 1.192 is uploaded!
Check the brand new runes! 5 types are available. These can be used to damage, stun, poison, slow and even instant kill.
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The money per wave still a problem. Most waves give very little. Only noble give a good amount, but as waves are random it can be a long time to get any money. Why cant nobles come at least every 10 waves? Also why very small amount for killing a boss? i think would be good to have non random waves. as there is still a lot of chance in what gems you get.
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still think the balancing is way out. Until wave 90 you can beat easily. Then Big armor waves make it impossible. Even with 3-4 poison. It is also impossible to make a splash-stun, as there is not enough gold/low % chance to get better gems.
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Version 1.191 is up!
Please try the copy machine at mine 2. 1000 gold may sound a lot but you can copy ANY type of gem with it, even specials.
Later on I plan to add more similar machines:
- recolor machine
- split machine
- upgrader machine
- sell machine (gives gold for gems)
- randomizer machine (creates random gems)
Suggestions/feedback/ideas are welcome! :)
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In the next update I wanted to do something interesting. There will be a "copy machine" that allows you to copy a gem for 1000 gold. This will be added to mine 2. You place a gem in the input slot, press the button, and the copied gem will appear in the output slot.
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When i upgraded Jade first with 2 Aquamarines then Malachite and Red Coral somewhere was point when its range (and also range of some nearby gems randomly affected by this) started to grow far more than +1 and in 10 turns become larger than map itself. Not sure about mechanics of that bugfeature but it exists.
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Another bug - when i summon one Jade it takes 4 of lower tier gems instead of two (one Jade still summoned). And what not mentioned in instructions - if you first upgrade gems in pick row or on field and after this place remaining on new field position you can use up to all 5 gems. If you start with placing on new position they turn to rocks. Bug or feature?
I managed to reproduce the bug that caused the materials to be spent twice. This will be fixed in the next update.
About combining gems from the 5 new gems and spending all 5 of them without placing any: this started as a bug but I think this is an excellent feature to give more possibilities and strategic options to the player so I left it in the game :) This may sound weird but if you managed to combine all 5 you know how good it feels to use up everything and see that nothing goes to waste :)
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Yes my english is way bad and i know its endless game for now and its great! I mean i want to fill nearly whole field with active gems like i did years ago in gemtowerdefense.com and im interested in your game cause its like very advanced version of this old gemtd. Armor was big problem there too but at least anti-armor towers were there. So i try now to keep as many poison gems as possible - only them can kill armor and regen and easily another types of enemys. Even in current state game is very good. When tower leveling with kills will be there and OP "bugged" waves will be fixed itll be great game. I advanced till level 85 on previous version and to 50 this version. Need at least hungreds of levels of fun...oh well my pc can go to 1 FPS with this whole field of towers lol.
My english is bad as well, I am from Hungary. This game was inspired by Warcraft Gem Tower Defense and the flash game Gem Tower Defense. And about armor Ih ave to correct my previous statement: poison does not get through armor at the moment, I will change that in the next update.
And about performance: I will optimize the game to perform better on older PC-s and there will be a downloadable desktop version that will run much faster.
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Played little more and game mechanics still not allow you to win no matter how good you play - one "bugged" wave and you lose. All question is - sooner or later. "Armor of mobs nerfed (to 3-7% of max hp)" - wrong, i saw mobs with armor twice more or their HP and 50% HP armor regen mobs.
So game still interesting, but one "bugged" wave ends it.
Hello Wakada thanks for the feedback! At the moment in this game there is no win possible. You only play to see how high level you can reach. Later on I plan to add inifinite levels mode and another mode where you just have to reach level 50 or 100 to win. About your other suggestions and bug reports I will investigate and fix them.
Edit: armor is really bugged I will fix it in the next update.
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Still big problems with armpr implementation: at level 57 (it doesnt mean actually) i got 15350 armor boss. Even if gems could be upgraded with kills i doubt any of them go that high in damage. Not even close.
On level 25 i got fast enemys so fast that even shooted by high level slowers shots from towers cannot reach them bc shots slower than enemys.
Gold upgrades on non-special towers acting weird and buggy. Also player cannot see even starting damages (and other stats) on various specials. Info for plain gems will be useful too, especially who plays their first times.
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Game save structure was changed and for this reason the old saved games will not work. Apologies for that. Please start a new game.
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New update is live now:
1.189
-Now 5 mazes are available to play
-Special gem recipes modified (to a more logical structure)
-Special gem with range bonus aura added
-Special gems have different platforms to visualize their level
-Armor of mobs nerfed (to 3-7% of max hp)
-Regeneration of mobs increased (10% of max hp)
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I think many players rated this game low because they tried to win and failed and did not know that in this game there is no "end". So I will add this info to the description.
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At lvl 83 40000 HP armored mobs my ten lvl 3 special towers do 1 (one) damage. If they cannot be upgraded more this armor is too high.
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Lastly, I would love, love, love if we were able to move gems/rocks around the maze at any time so we can tweak the path, make kill zones etc. It would counter somewhat the randomness of the gem chance and wave type.
Really appreciate the changes you make. This has the potential to be a classic. I would hope to see more feedback from other players and comments on my suggestions.
Once beta has finished I hope you relaunch the game, as it should and deserves, many more plays and a higher star rating than it has currently.
Thanks for the comments and the detailed suggestions! I will react with more details soon. Random waypoints idea is really cool, that will have to be added to the game.
Standstills: I will definitely do something, but I do not know what yet.
Regen mobs: an idea can be to poison them, they do not regenerate when poisoned.
Relaunching the game on Kongregate later to get better rating and more plays: that was my plan too :)
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Need less enemy for more gold. 150 fast regen enemy brings game to a standstill. Just make less enemy but stronger?
Boss and armoured levels seem particularly OP. Boss at the start and later in the game Armoured and impossible. What is supposed to counter Armoured?
In short more gold, we all want to have flawless gems to build our defence.
Need less enemy for more gold. 150 fast regen enemy brings game to a standstill. Just make less enemy but stronger?
Boss and armoured levels seem particularly OP. Boss at the start and later in the game Armoured and impossible. What is supposed to counter Armoured?
In short more gold, we all want to have flawless gems to build our defence.
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I have played up to level 102 a few observations:
I think the balancing needs a tweak - firstly I think gold to upgrade gem quality is a bit harsh, either lower gold amount or increase % of purity. this brings me to another balancing problem: Gold per kill.
The amount of gold per kill for different enemy needs looking at. It is disproportionate and does not improve as the game progresses. Need more gold as the enemy become stronger to enable upgrades. This ties in with the cost to upgrade/% increase.
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I like the extra map type with different way point locations. Could we have a 'random map' selector that places the way points at random points? Also, can we have numbers on each way point in order of position.
Can you highlight the rock that is blocking the path when the maze is blocked?
Highlighting the blocking rock is not really possible because when the path is not clear then there are usually a lot of rocks can be chosen to remove to make a hole. But maybe I could do the blocking check after each rock placement. Then you would always know that the last placed rock is the blocker.
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1.188
-New map with different waypoints setup added
-Specials now can be upgraded for gold
-A notification lets you know how many special gems have all ingredients after each wave
-Sky Blue Topaz now really does splash stun
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Thanks for all the improvements/bug fixes! Really appreciate it. Would it be possible for the special gems to be highlighted in the map when they are available? Also, could we have upgrades to the special gems with gold?
You are welcome :) There will be some kind of notification when a special gem becomes available. Maybe it will be a text message or something else I am not sure yet. And about the "special gem level upgrades for gold" thing I had planned a system where gem kills are counted and these somehow increase damage so you can "train" gems by placing them in positions where many kills are done. But the level upgrade for gold can happen too I think these two options can both happen.
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When you have made a map full of gems and rocks and maize is complete you can not just start the next round - you must place a rock and then delete it. Need a start next wave option even if you do not place new gems/rocks.
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small issue. at the end of each level the dead bodies remain until next level started. blocks the view where to place/upgrade gems.
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It is the image of the gems I find it hard to clearly spot the difference. It may just be me. Like the update btw. the grid makes a big difference when placing rocks.
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v1.184
- Grid added while placing gem/rock.
- Undo button for undoing accidental gem placements
- Difficulty lowered a LOT
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One thing I would love to see is a game speed option. When you get past the first few levels it can take forever to finish a stage.
Thanks for reporting this! I will add this in the next version. Web version runs a bit slow because it runs on JavaScript but I can add a download/desktop version that will be ultra fast.
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I loved the original but it did have some frustrating flaws. I like what I see here so far. Would love a grid option and I may be getting old but I find the gem types a little hard to differentiate.
Thanks for the encouragement. I uploaded the new version with the grid. What do you mean by the gem types are hard to differentiate? Should I change the functions, the images or the names?
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I will lower difficulty a lot in the next version. And there will be an "undo" button to undo accidental gem placements.
Thanks that is a good idea! Maybe the grid should be rendered only while placing gems. I will definitely add that feature. If you have any more suggestions I am listening :)
This will not be only a remake. I plan to add a lot of different monster types and monster ability variations, much more gems, traps (slates), more levels, achievements.
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The game window is offset down, and I think the left side buttons are offset even more. Only two buttons are visible, but there's room for three.