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This is fun although I think fewer levels with a steeper difficulty curve would be good. What's the win condition? I'm on Level 7 and kinda ready for it to be over now.
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Haven't been able to figure out what special gems are and how to get them? Which castle on the map are we supposed to beat to unlock it? Tutorial says to beat a castle for unlocking special gems but a castle hasn't appeared so far
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Game is updated to v1.1.27.
Most important new feature is that now you can craft enhancements from lower level enhancements.
And there are new enemy animations. Please let me know if you like these or not.
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If you move a gem mid-wave and it blocks the path, the monsters refuse to move. However, if you are then out of gold, you can get stuck having to remove the gem if you can't remove random blocks to make a new path. In an ideal world the game should only deduct the cost of the move once the gem is placed, and should verify if paths are blocked before allowing the gem to get placed.
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If you move a gem instead of selecting a new one at the end of a wave, you lose the chance to pick the new one (they all go to rocks). The fact that you can just do the move after makes this seem like a bug. If you have already selected "move" during a wave, and the wave ends before you place it, you also can lose the next round of gems.
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I think I was able to reproduce a "ghost" gem scenario when placing a gem from loot, in the path of monsters, while the monsters were still moving. At the time I assumed it was a feature to avoid having to recalculate monster routes mid-wave.
Thank you very much! I still have many ideas how to improve the game. Right now, I am checking out NEAT algorithm, it would be cool if the monsters could evolve their intelligence. I remember a tower defense game, where you had to fight against ants. The ants were moving somewhat randomly, but they seemed a bit intelligent, and that made the game really interesting.
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For strategy: Restart Game till 2x Aquamarine appears fuse and add some jumping/titles item, so it can kill most of the starting waves, upgrade asap. I usualy make small start maze for aqua and then second for killing leftovers, if you have fusion chance use it and best combo items for normal waves is jumping attack and tittles explosion and for bosses attack speed/damage/range.
Hello Gusio!
Thanks for your comment! I created a very special button just for you :) It appears next to the starting gem buttons when a new map is loaded. With this, you can reroll the gems as many times as you wish, without restarting the map.
Starting with aquamarines is a good strategy as it lets you get gold quickly.
But I try to design the game so that all gems are useful against some enemies.
A new version of the game is uploaded. There was a bug preventing you to use the "move" button. That is fixed now, and you also get a message if you do not have enough gold to move the gem.
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Version 1.1.16 is out! Please check out the update in the "Updates" tab!
lewa282: I could not reproduce the "ghost gem" bug. What do you do exactly when it happens?
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About the game, its good for few plays but maybe consider to passive + lvls to forge for exp after playing few game I collect bunch of items and exp and now there is no more content for play (besides achivments)
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junior555: Thanks for the comment! You can use two gems and one rune against armored monsters: obsidian, emerald, and the poison rune. What difficulty do you play at?
Gusio: thanks for reporting that bug! It seems you played the game more than me, because I did not have two 50% speed enhancements :) I will fix this soon!
Lewa282: thanks for reporting the ghost gem issue! I will fix it soon!
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I'm noticing a "minor" issue where the ruby and onyx are completely incapable of actually attacking enemies, because their range is so low that they can only target their own tile.
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Thank you, john5on, for reporting that exploit where you was able to place gems on monster spawners. I fixed it, the game is updated now.