I’ve always loved tower defense games. The combination
of puzzle, strategy and space management… ah, I love that. The very third game
I reviewed on this blog was a tower defense game for the Nintendo DS, too: Desktop Tower Defense.
There have been dozens of versions and variations, often with different
mechanics; some with unchangeable paths, others where you can build the path
yourself or modify it partway into a level.
Of all of Game In A Bottle's latest games, only one isn't GemCraft. Dedication, right there! |
The series has had only four main games:
-GemCraft (AKA Chapter One), which was fairly basic
and in which you could only build Gems at random among the colors available in
a level, adding so much unnecessary fake difficulty to the game;
-GemCraft Chapter Zero (AKA “Gem of Eternity”), which
added the extra modes to every level, with now the possibility to replay early
levels with some added difficulty and more Experience at the key;
-Gemcraft Labyrinth, a massive game that had 169
levels around a square map, starting at the bottom center and leading to the
very center, after going around the map. It’s also where, FINALLY, you could
create exactly the Gems you wanted;
-Today’s game, Chasing Shadows, also known as Chapter
2;
Today’s game, like its predecessors, was available on the
official Game in a Bottle website and other online Flash game sites such as
Newgrounds and Armor Games. Unlike its predecessors, Chasing Shadows was then
added to Steam on April 30th, 2015. Both Labyrinth and Chasing
Shadows both had, in their Flash versions, options to pay for more content,
namely by buying a Wizard’s Pouch that unlocked additional difficulty options,
and in the newest game, microtransactions involving Shadow Cores that can be
used in some situations. This was removed when that one came to Steam, since
you already pay to buy the full game, meaning your only option to get Cores if
you’re running short is to farm them in battle.
There isn’t a lot of story to GemCraft, though it’s in
there if you’re interested. A high tale of fantasy, wizards getting too
confident and bringing out a monster they couldn’t defeat, which they
eventually sealed into a Gem of Eternity. One young wizard became possessed by
it, later freeing themselves from it, and now they’re trying to either seal it back
or defeat it. This chapter’s maps contain clues as to what happened, and the
story is contained within the Journey Notes.
The gems have changed throughout the series, some
abilities have come and gone and, sometimes, switched to different gem colors
between games. To keep this short, I’ll only discuss the nine gems here.
Top row to bottom row, left to right: Mana Leech - Critical Hit - Poolbound Chain Hit - Poison - Suppression Bloodbound - Slowing - Armor Tearing |
-Critical Hit: Has a high chance (up to 80%) to hit a
monster for the gem’s current attack, multiplied by the gem’s modifier. Doesn’t
seem like much at first, but when you go far into the game, both the gem’s raw
power and its boost reach crazy levels, like multiplying the raw power by anywhere from 100 to 1,000 or more.
-Chain Hit: Each attack has a chance to move on to another target and deal the same amount, and depending on the gem’s power, repeat that process on and on. Hit chains can also get crazy long, hitting hundreds of enemies with a single shot.
-Poison: These gem place poison on a target. Poison damage ignores armor, which is useful against heavily-armored waves of monsters, and stays in place for a few seconds, adding up, as a monster gets hit.
-Poison: These gem place poison on a target. Poison damage ignores armor, which is useful against heavily-armored waves of monsters, and stays in place for a few seconds, adding up, as a monster gets hit.
-Suppression: All monsters here regain some HP every
second. Each hit from this gem permanently reduces a monster’s health
regeneration, all the way to zero if hit enough times.
-Slowing: The blasts from this gem will slow down the
monsters touched for a few seconds. Upgrades to this gem increase the
percentage at which the monster is slowed down, and then the length of time for
which that monster is affected.
-Armor Tearing: This gem’s attack decreases the armor
of enemies it touches, which can be vital in waves where monsters are protected
by heavy armor.
-Poolbound: Your mana pool increases in level and size
as you reach some thresholds of mana. This gem’s power and specials increase
along with your mana pool level.
-Bloodbound: This gem’s attack power and specials
increase as it hits enemies (not as it kills them). The increase in power
always goes at the same hit thresholds. Note that both this one and Poolbound will
add a multiplier to the specials of other gems combined to them (except each
other), any of the seven other gems - therefore, it’s extremely beneficial to
combine them with other gems.
My personal favorite combo is Bloodbound-Critical
Hit-Chain Hit-Mana Leech, but then again I am not putting in as much thought
and research into numbers as more dedicated players do. Better players would
keep track of exactly which gem, at which level, is used for each combo at
every single second, throughout all the waves.
Said waves come in three varieties of monsters:
Regular, known as Reavers; Swarm, a huge number of quick but fast critters; and
Giants, very few and slow but tons of HP. Then there’s an entire menagerie of
flying monsters; Apparitions, which can be killed for Shadow Cores. Specters
will try to steal your most powerful Gem. Shadows are black flying monsters
that appear on random waves, and can do various things, like summoning monsters
or boosting others, oh and they keep moving when the game is paused, so be aware of that. Lastly, the Spires; all they do is move towards the Orb, but if they
reach it, Instant Game Over; you gotta shoot them down beforehand, but the
damage you can inflict to them per hit is limited.
As for the game levels, known as Fields: There’s the regular ones, but
there’s more. Some are Vision fields, tied to the plot and featuring levels of
past GemCraft games. Those are challenging, limiting greatly your abilities. Wizard
Tower fields involve locks that must be broken, either by shooting at them or
using spells on them, and you lose the level at the end of the final wave if
all the locks haven’t been broken. Then there’s Tome Chamber fields. Each one
of those has, obviously, a Tome Chamber which, when opened, unlocks a new skill
(and opening the one that unlocks the skill for a Gem color can permanently
unlock that gem’s color for use in all levels of the game). To open a chamber,
the requirement is always to kill monsters in its vicinity, but the requirement
may involve a monster type or a particular spell/s put on said monsters.
A full talisman gives LOTS of bonuses. |
Final level, all Traits set to maximum, on Haunting? Oh, I'm gonna lose. |
Sorry for all the dizzying numbers, it’s turning into
a mathematician’s party in here! Though it’s still not as bad as people
crunching numbers in Pokémon to get some Shiny with perfect stats and the Hidden ability or anything
like that. But wait, there’s more.
Admittedly, a lot of fields are pretty dark. The weather effects add to that feel. |
So every level has a set number of waves, which you
can increase with Difficulty and Traits (the last level, Y6, also the longest,
could have up to 262 waves, but has 99 at the easiest difficulty with no Traits
activated). However! Every level, once beaten, can be played in Endurance mode,
retaining the difficulty and Traits set to it, and in this mode, the challenge
is to survive up to Wave… 999!
Check the red circle. 999 monsters. Which is really nothing, since you can do it on every wave. |
Here’s the short version: Once you’re far enough into
the game, scoring 100,000 points on a field is a piece of cake. Scoring a
million is a bit tougher, but manageable. Ten millions? No biggie. A hundred
million points? Good for your Wizard Level. A billion? Sounds very impressive.
However, that’s not just doable, that’s small potatoes for long-time GemCraft
players who will often turn up scores beyond the Trillions of points. I have
personally gotten a billion points on a field recently… and bragged about it on
every single gaming Discord server I’m a part of, because I’m an
attention-seeking idiot.
Will I someday see a trillion points on a level? Who
knows. The first goal is to try and beat Endurance once. It may seem easy, but
999 waves is a lot. Hell, it took me couple hours to reach the billion points
mentioned earlier. And that was on Wave 160-something. Eventually the waves
just become too powerful for your current set of abilities, even without
enraged waves. Also remember that you only get as much XP as the difference
between your current score and the previous highest score you’ve gotten on that
field.
Oh, and there's over 400 achievements. |
Oh, and then there's the unlockable Iron Wizard mode, in which you cannot let a single monster reach any orb on any field... or else it's instant Game Over and you must start the entire playthrough over. You heard that right.
As you can see, I haven't played much of that mode yet. |
And it’s addictive. So very addictive. Beating a
previous best score on a field always makes one feel happy.
That’s one of the most technical reviews I’ve ever
written, but that’s Gemcraft Chapter 2: Chasing Shadows. And, unsurprisingly, I
love it. It takes some time getting used to all the gameplay mechanics - which
is why the review focuses so much on them. But once you’re good to go, there’s
a lot of fun to be had here. From the three waves of the very first field, to
the possible 262 of the final field, and unlimited options to challenge
oneself, this game will greatly please fans of the tower defense genre.
Quickly, you get to unleash untold magical destruction upon thousands and thousands of monsters. BUT! Don't bite off more than you can chew. |
The difficulty is well-balanced, with fields getting
tougher over time, as should be. The true strength of GemCraft is that sometime
into your playthrough, when gem-bombs become the best way to score extra
points, you have the power to boost your waves… and, perhaps, do it too much to
the point where your towers can’t win. You control your own balance. You set
your own difficulty. If you overestimate your abilities, if you fail, you only
have yourself to blame. That is awesome. This even ties into the plot, when it
turns out the Forgotten, the demon the wizards have been trying to defeat, was
summoned when they became too confident in their abilities and made a monster
too powerful for them to beat.
YAY, VICTORY! |
I also realize this review didn’t have a lot of jokes.
So, three aliens walk into a bar…
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