[GemCraft chapter 0] Suggestions for GemCraft 2: Chasing Shadows page 3

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yet another new wave composition setting: kamikaze only.

 
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black gems: their are some levels with black gems automatically prebuilt, and they are basically just like gems with no specials, but they do negative damage and can only be changed in certain ways: press “x” while pointing at one, and it will go up a grade, decreasing its range and firing speed, and decreases the amount it heals foes, but it costs the same amount of mana as pressing “u” on a gem, and the max grade is 12, and once you upgrade it again when it’s at max grade, it’ll disappear.

 
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new beacons:

Banish increasing: when a monster is effected by one of these beacons, its banishment cost will be increased by 120%.

armor restoring: increases the armor of all monsters in range by 50% of its current armor.

 
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New monsters:

queen monsters: have an even higher armor than armored monsters, but have the same speed as a king monster. just like king monsters, their is always one per wave. they split into twenty armored monsters when killed.

Empress monsters: have even higher armor than queens, but have the same speed as emperor monsters. their is always one per wave. they split into five queen monsters when killed.

princess monsters: have an even higher speed than runner monsters, but have less health than normal monsters, but more health than swarm monsters. they split into twenty runner monsters when killed.

prince monsters: have an even higher speed than princess monsters, but have even less health. they split into five princess monsters when killed.

goddess-like monsters: their is only one per wave, and they have extremely high stats. their hp is higher than an emperor’s, their speed is higher than a princes, their armor is higher than an empress’s, and their banishment cost is higher than a smasher’s. they split into five empress monsters, five prince monsters, and five emperor monsters when killed.

god-like monsters: their is only one per wave, and they have even higher stats than a goddess-like monster’s. they split into five goddess-like monsters when killed.

consuming monsters: they have an even higher quantity and speed than swarm monsters, but their hp, armor, and banishment cost is even lower than a swarm’s.

 
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Replenishing monsters: these annoying little guys recover hp when left alone. they recover 10% of their hp per 3 sec. when they’re shot or take damage, the time before they recover is reset. they have a lower speed than normal monsters.

 
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Yet more battle settings: queens only, empresses only, princesses only, princes only, goddess-likes only, god-likes only, consuming only, replenishing only.

 
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New gem type: I’m not sure what to call it, but when it kills a foe, it distributes a percentage of damage to all foes within a certain range of the killed monster. for example, say it had a 30% damage distribution. when it kills a foe, a circle like the ones that come from gem bombs will come from the foe, and it will do 30% damage to all foes that touch the circle. the circle’s size and damage percentage increases exponentially along with the gem grade. actually, I’ll call it a distribution gem for now.

New skills:

distribution mastery: increases the circle size (also called splash radius) and damage percentage of distribution gems. the cap is 21. the first 20 are the only ones that have the previous effects. level 20 gives +100% damage to distribution gems. (affects the gem after the resonance multiplier.)

 
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by the way, I changed my mind about the black gems. they don’t make the game any better, so don’t use them. don’t use goddess-likes or god-likes either, because all they’ll do is make the game practically impossible.

Suggestions for badges:

hero for/of eternity: impossible difficulty, obtained by beating the game.

wizard mastery unlocked: reach wizard level 27, medium difficulty

tough(ish) explorer: easy difficulty, beat any 5 levels.

big buyer: buy at least one of every available items at the shop, hard difficulty.

addicted to leveling: impossible difficulty, beat every level in the game and reach wizard level 800.

 
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Super shrines: super shrines cost even more mana than shrines and take longer to charge, but they’re even more powerful. The kinds of super shrines are: Supercharged bolt super shrine and Zeus’ Lightning super shrine. Supercharged bolt super shrines have a larger range and damage than charged bolt shrines, and Zeus’ Lightning super shrines have a larger damage and attack amount than Lighting shrines. The hotkeys would be: Ctrl + C would be Supercharged bolt’s hotkey, and Zeus’ Lightning’s hotkey would be Ctrl + L.

New kinds of traps:

Spike traps: normal traps have -80% to damage and +80% to specials, and spike traps have +80% to specials and damage, but -99.9999% to firing speed.

poison traps: these have -10% to damage and +80% to specials, but only if that special is poison. there are also multiple damage traps, armor tearing traps, etc. each of these have -10% to damage and +80% to their respective specials.

gold harvesting traps: these make your gems increase your gold multiplier each shot, but they have -100% to specials and -99.9999% to damage. they cost the most mana out of every kind of building in the game.

New skill features: the trap power increasing skill only affects ordinary traps, and the powerful shrines skill doesn’t affect super shrines.

New skill:

mighty super shrines: the cap is the same as powerful shrines, and does the same thing, except it affects super shrines instead of shrines.

Demon tombs: these are the things you have to shoot on each region’s epic stage. when you destroy one, the region’s boss will come out of it. the final region has two epic stages. on the first one, a demon comes out of the demon tomb as the final boss. demons look just like shadows except they’re red instead of black. on the final stage (also the final epic stage), there are four dark pillars slowly corrupting the spirit forge, and you have to destroy all four of them. when you finally succeed, the final boss will appear.

Final boss revised: I changed my mind about the final boss. when you destroy the four dark pillars, not only will the forgotten appear, but the gem of eternity will appear as well. the gem will suppress the forgotten’s powers so you can hurt it and so it can’t summon any more shadows or demons. The forgotten has three forms: a flying shadow of a giant monster, a white shadow, and a purple emperor monster, in that exact order. the first form will fly towards the one of the eight exits, and then it will go off screen. when it goes off screen, you won’t be able to hurt it, and one hundred black giant monsters will appear from that exit. the second form is exactly the same as a shadow, except it summons giant monsters instead of runners, and it has more health and armor, and it won’t ram your orb. the third and final form appears at a random monster entrance and goes towards your orb. it cannot be banished. you have four orbs, though, so that should make it easier. when it destroys one of your orbs, it will vanish and then go back to a random entrance again. when you manage to kill all three forms, it will turn into a giant shadow and then fly towards the gem of eternity to corrupt it. when it comes really close to the gem, the gem of eternity will shoot it with a long, white beam, and it will phase through all three forms, and then it will have a very dramatic death, and the game will be over.

 
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You can also beat every epic stage by beating all 1337 waves, but you can’t do that until you beat the game. the gem of eternity is in a pillar off to the side somewhere on each epic stage, and if you beat all 1337 waves before beating the game, the gem will turn black and you’ll lose. If you’re wondering why the gem of eternity can’t just kill the monsters for you, it’s because it doesn’t have full power yet, because it has to be in something called the spirit forge altar in order to do anything. Outside of the spirit forge altar, it’s completely useless. The final stage has the spirit forge altar in the center.

 
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Additional path building: When you create a path, the path will be grey instead of white to signify that you built it. These paths can be destroyed by gem bombing, unlike normal paths.

Acid swamps: These are buildable. They make foes take damage while their standing in the acid swamps. They ignore armor, and just like other buildable structures, they increase in cost every time you build one. Unlike other structures, however, they have grades. The way you upgrade an acid swamp is you build one on top of one that’s already been built. Grade 1 acid swamps merely drain foes’ hp, but higher grades have a chance of reducing the foe’s armor to 0. Unlike gems, they have a maximum grade: 7.

New battle amulets: Build 10 acid swamps, make 2 grade 2 acid swamps, make 3 grade 3 acid swamps, make 4 grade 4 acid swamps, make 5 grade 5 acid swamps, make 6 grade 6 acid swamps, make 7 grade 7 acid swamps.

New journey amulets: Build at least 7 grade 7 acid swamps in one level with exactly 7 waves beaten (no more, no less), create 777 grade 7 acid swamps throughout your journey, spend 3000 mana on sealing gems, spend 60,000 mana on sealing gems, spend 3000 mana on distribution gems, spend 60,000 mana on distribution gems, make a gem with all 10 colors.

 
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New skill:

Prismatic gem mastery: Cap is 41, for levels 1-40, all gems with all 10 colors will have +2% to range, attack, and speed per level, and level 41 makes all gems with all 10 colors keep all their specials and they won’t have a special penalty. Higher levels cost an insane amount of skill points, especially the final level. (the final level costs 375 skill points, to be precise!)

Buying skill points: in the shop, you can buy skill points! their are three different packages: the apparition skill package gives +3 skill points, the level skill package gives +9 skill points, and the metal crab skill package gives +18 skill points.

new item: at the shop, another item you can buy is a corrosion potion. it instantly destroys either a tomb or a monster nest.

 
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I think that the replenish and resonance skills should either cost less or give a higher percentage per level, because having to spend 45 skill points to increase gem damage by 1% is crazy. And so is spending 15 skill points to increase mana gain speed by 1%, especially when some skill levels have the exact same benefits as the previous skill level. (in other words, sometimes upgrading replenish doesn’t do anything except take away skill points.)

 
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I think the next game should only let you build walls on paths, because walls that aren’t on the path are completely useless, and I sometimes build walls off the path by accident.

 
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New features:

Creating levels/playing user created levels: you should be able to create your own levels. Even user created levels give exp and gold, and when you create a level, you can ban certain battle settings. Unfortunately, the game decides the base exp and gold for a level based on the amount of waves, the wave types, and the wave strengths, so that you can’t cheat and create a pathetically easy level and give it an insanely high base exp and/or gold. You can also decide whether it’s going to be an epic stage or not! If you choose to make it an epic stage, you can place up to 4 of whatever it is that you, gameinabottle, decide to make on epic stages. Obviously, if you make it an epic stage, all the wave amounts battle settings will be automatically banned. When you make it an epic stage, you set the amount of hp the epic stage thing(s) has. You can add a shadow to epic stages, too! (epic stages only, though.) And if you do add a shadow to it, it will appear after you destroy the epic stage thing.

Max exp revealing: on each level, when you hover over it, it will show you the max exp you can get without any summoning. If you reach or even exceed it, the field will turn blue when you hover over the crystal ball. You can only see the max exp on levels you’ve beaten.

 
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Extremely Simple Suggestion: “Pick Up Gem”-Hotkey.
Much like Shift-B, it will just pick up the upmost gem in your inventory and allow you to place it smewhere. Pciking gems up manually is extremely annoying.

 
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A simple suggestion: hovering over beacons shows you the beacon’s range.

New beacon types:

Vaccinating: temporarily makes all foes within its range immune to negative status effects and cures them of negative status effects. These appear instead of wiper beacons in this game.

Hardening: increases the armor of all foes in range.

Amplifying: increases the strength of all beacons within its range.

Amp defying: makes it so you can’t build any amps within its range.

Chain hit defying: disables you from placing any gems with the chain hit component inside of structures that are within its range.

Critical defying: disables you from placing any gems with the multiple damage component inside of structures that are within its range.

Mana defying: disables you from placing any gems with the mana gain component inside of structures that are within its range.

Bloodbound defying: disables you from placing any gems with the bloodbound component inside of structures that are within its range.

Armor tear defying: disables you from placing any gems with the armor tearing component inside of structures that are within its range.

Slow defying: disables you from placing any gems with the slowing component inside of structures that are within its range.

Poison defying: disables you from placing any gems with the poisonous component inside of structures that are within its range.

Poolbound defying: disables you from placing any gems with the poolbound component inside of structures that are within its range.

Dual gem defying: disables you from placing any gems with two components inside of structures that are within its range.

Triple gem defying: disables you from placing any gems with three components inside of structures that are within its range.

Quadruple gem defying: disables you from placing any gems with four components inside of structures that are within its range.

Prismatic gem defying: disables you from placing any gems with all of the components inside of structures that are within its range.

Pure gem defying: disables you from placing any gems with only one component inside of structures that are within its range.

Enemy traits:

Speedy: increases speed by x%.

Strong: increases banishment cost by x%.

Electricity-resistant: makes them take x% less damage from lightning shrines & traps.

Fire-resistant: makes them take x% less damage from charged bolt shrines & towers.

Explosive: foes with this trait explode upon death, destroying all empty structures within the explosion radius. the higher the trait level, the bigger the radius. this can only be attained with the “extra monster specials” battle setting.

Flammable: foes with this trait can ignite themselves. when they’re ignited, they destroy empty structures by walking near them, and reduce the strength of gems in traps. they have fuel, and being ignited drains their fuel, and they have no way of getting it back. the higher the trait level, the bigger the destruction range, the more fuel they start out with, and the faster they weaken traps. this can only be attained with the “extra monster specials” battle setting.

Transparent: foes with this trait have a chance of dodging every shot. dodging makes them take 0 damage from the shot that misses them. every time they dodge, their chance of dodging decreases. the higher the trait level, the higher the dodge chance starts out as. this can only be attained with the “extra monster specials” battle setting.

Undead: foes with this trait have a chance of coming back to life every ten seconds after they’re dead. each time they come back, their chance of coming back decreases. the higher the trait level, the higher the resurrection chance starts out as and the more hp they come back with. if all the monsters that are left are undead, you win once their resurrection chance is 0% or until they have been dead for 60 seconds. this can only be attained with the “extra monster specials” battle setting.

Splitting: when a foe with this trait dies, they split up into x weaker swarm monsters. the higher the trait level, the more monsters they split into and the stronger the monsters are. the monsters that they split into have the same traits as the monster, but they lose the “splitting” trait. swarms cannot have this trait. this can only be attained with the “extra monster specials” battle setting.

Warping: when a foe with this trait dies, they have a chance of getting sent back to their spawning zone with x hp instead. each time they “warp”, their chance of warping decreases. the higher the trait level, the higher the warp chance and the more hp they reappear with. if you have the “banished monsters heal 50%” battle setting on, they will come back with more hp. this can only be attained with the “extra monster specials” battle setting.

Climbing: foes with this trait can go over walls and other obstacles. however, they need stamina to do so. going over a wall takes away some stamina. the higher the trait level, the more stamina they have. this can only be attained with the “extra monster specials” battle setting.

Trait levels:

Level 1: effect is low.

Level 2: effect is mediocre.

Level 3: effect is medium.

Level 4: effect is slightly higher than medium.

Level 5: effect is high.

Level 6: effect is very high.

Level 7: effect is huge.

Level 8: effect is massive. only attained with the “higher monster specials” battle setting.

Level 9: effect is extreme. only attained with the “higher monster specials” battle setting.

Level 10: effect is titanic. only attained with the “higher monster specials” battle setting.

Level 11: effect is insane. only attained with the “higher monster specials” battle setting.

Level 12: effect is maxed out. only attained with the “higher monster specials” battle setting.

new battle settings:

Higher Monster Specials: Monsters of higher waves have much higher specials. x12 multiplier, +extra 10% to endurance multiplier for each wave beaten if used with endurance.

 
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new battle settings(continued):

Extra Monster Specials: extra traits are obtainable.

More Monster Specials: monsters can have a maximum of 4 specials instead of 3. +2% to endurance multiplier for each wave beaten if used with endurance & Higher Monster Specials.

Higher Hp Cap: with Waves Getting Tougher Faster off, the hp cap is raised to 9,999,999,999,999, and with Waves Getting Tougher Faster on, the hp cap is raised to 12,000,000,000,000,000, or 12 quadrillion. +30% to endurance multiplier for each wave beaten if used with endurance & Waves Getting Tougher Faster, +3% to endurance multiplier for each wave beaten if used with endurance.

New battle settings categories: Banishment Cost and Armor. the “Banishment cost extra increase” and “higher monster armor” battle settings no longer exist.

Battle settings in the Banishment Cost category:

Normal: normal banishment cost. x1 multiplier.

+20%: Increases the banishment cost for all foes by 20%.

+50%: Increases the banishment cost for all foes by 40%.

Double: Doubles the banishment cost for all foes.

Triple: Triples the banishment cost for all foes.

Tenfold: Multiplies the banishment cost for all foes by 10.

Hundredfold: Multiplies the banishment cost for all foes by 100.

Battle settings in the Armor category:

+20%: increases all foes’ armor by 20%.

+50%: increases all foes’ armor by 50%.

Double : Doubles all foes’ armor.

Triple: Triples all foe’s armor.

Tenfold: Multiplies all foes’ armor by 10.

Hundredfold: Multiplies all foes’ armor by 100.

 
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new battle settings(part 3):

New battle setting in the “banishment cost” category:

Sudden death: If a single monster reaches your orb, you’ll lose.

new battle setting:

Heroic mode: on waves 20, 40, 60, 80, 120, 140, 160, 180, 220, 240, 260, 280, 320, 340, 360, 380, 420, 460, 480, 520, 560, 570, 580, 600, 620, 640, and 660, foes have one thousandfold hp. Waves 100, 200, 300, 400, 500, and 600 have shadows. Wave 666 has 2 shadows. Waves 777, 888, 999, 1111, 1222, and 1333 all have 3 shadows. Wave 1337 has 6 shadows. other battle settings do not affect any of the aforementioned waves. this battle setting can only be used when endurance is also used.

New items:

Throwing Knife: shocks an enemy. it ignores the enemy’s resistance to being shocked and doesn’t increase its resistance to being shocked.

Throwing Star: shocks and damages an enemy. it ignores the enemy’s resistance to being shocked and doesn’t increase its resistance to being shocked. and it ignores armor as well!

Great Sword: damages all foes and reduces their armor to 0. it ignores armor.

Halberd: greatly damages all foes and reduces their armor to 0. it ignores armor.

War Hammer: hugely damages all foes and reduces their armor to 0. it ignores armor.

Legendary Blade (Galactic Slicer): immensely damages all foes and reduces their armor to 0. it ignores armor.

Rusted Great Sword: damages and poisons all foes and reduces their armor to 0. it ignores armor.

Rusted Halberd: greatly damages and poisons all foes and reduces their armor to 0. it ignores armor.

Rusted War Hammer: hugely damages and poisons all foes and reduces their armor to 0. it ignores armor.

Legendary Blade (Snake lord’s Venom Fang): immensely damages all foes and reduces their armor to 0. it ignores armor.

Electric Great Sword: damages and shocks all foes and reduces their armor to 0. it ignores armor and shock resistance.

Electric Halberd: greatly damages and shocks all foes and reduces their armor to 0. it ignores armor and shock resistance.

Electric War Hammer: hugely damages and shocks all foes and reduces their armor to 0. it ignores armor and shock resistance.

Legendary Blade (Shocking Sapphire Sword of Storms): immensely damages and shocks all foes and reduces their armor to 0. it ignores armor and shock resistance.

Legendary Blade (Dracula’s Dark Graphite Sword of Doom): instantly kills all foes and adds 9000 kills to all bloodbound gems.

Legendary Blade (Dracula’s Dark Graphite Sword of Earth): instantly kills all foes and increases the multiple damage chance of all multiple damage gems by 4900%.

Legendary Blade (Dracula’s Dark Graphite Sword of Ice): instantly kills all foes and increases the mana gain for all mana gain gems by 70.

Legendary Blade (Dracula’s Dark Graphite Sword of Grass): instantly kills all foes and increases the armor tearing component of all armor tearing gems by 330.7.

Legendary Blade (Dracula’s Dark Graphite Sword of Water): instantly kills all foes and increases the slowing component of all slowing gems by 1000%.

Legendary Blade (Dracula’s Dark Graphite Sword of Poison): instantly kills all foes and increases the poison damage of all poisonous gems by 18000.

Legendary Blade (Dracula’s Dark Graphite Sword of Wind): instantly kills all foes and increases the chain hit chance of all chain hit gems by 4900%.

Legendary Blade (Dracula’s Dark Graphite Sword of Light): instantly kills all foes and expands the mana pool 9000 times.

Legendary Blade (The Master Sword): instantly kills all foes and creates a grade 20-25 gem.

 
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New game speeds:

-3x: Makes the game go backwards. You cannot do anything except change the speed while the game is in that speed. The main purpose of this speed is to undo any mistakes you made recently without having to restart the entire level.

-9x: Makes the game go backwards super fast. Just like -3x, you cannot do anything except change the speed while the game is in this speed. The purpose of this speed is the same as the -3x’s purpose.

900x: Makes the game go MEGA fast. The purpose of this speed is to let people that have their endurance kill gem strong enough for you to send all waves beat the last leg of endurance much faster.

New feature:

Gauntlet: A level that has truly infinite waves, and you can use as many battle settings as you like (except the waves ones, of course). Of course, since there are infinite waves, the hp cap is removed. The more waves you beat, the higher your gauntlet multiplier will be.

 
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Challenge mode: a mode which is only available after beating every field and obtaining every challenge amulet. When you go to a field that has a challenge amulet available after unlocking Challenge mode, the game will ask if you want to enter challenge mode. On challenge mode, the battle settings are automatically at max, and you have a set amount of waves to get the challenge amulet. If that wave passes and you still don’t have the challenge amulet, you automatically lose. Challenge mode gives you extra xp and, if you beat every challenge mode level, you get a journey amulet.

 
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And GCL wisard must carry the GoE. How would he do it if another wisard creates it?

 
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Since chapter 2 is called chasing shadows, it should follow one of the wizards mentioned at the end of GCL. This means at least one shadow every level, sometimes more than one. On epic levels, rather than having one shadow, you have one shadow every wave after the tenth wave. Then chapter 3 is how the wizard in GCL destroys/banishes the forgotten.

 
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The wisard was supposed to deliver the Gem of Eternity!

 
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Originally posted by tomtom2357:

Since chapter 2 is called chasing shadows, it should follow one of the wizards mentioned at the end of GCL. This means at least one shadow every level, sometimes more than one. On epic levels, rather than having one shadow, you have one shadow every wave after the tenth wave. Then chapter 3 is how the wizard in GCL destroys/banishes the forgotten.

I’m really hoping level 1 is still a level full of sheep-a warmup level. Not so much for my sake, as for all the people who stumble upon it as their first gemcraft game. if there IS a shadow, it should be marked plainly as an “enfeebled” or “crippled” shadow. Or something.