![]() ![]() Your orb still has its use though, if you kill monsters in its vicinity, you get more mana and XP. Monsters will ignore your orb, but you have a limit on monsters you can let pass through. When off-road, they move slower, but you can’t lay traps in their path there either – it’s up to you to use the laid out paths to your advantage, leading the horde into the wild shrubs for some speed penalty, then back to the road where your traps lay in waiting. Although they still obey the rule of not climbing over buildings, they just roam through the grass, trying to get from one side of the scene to the opposite. Why do those monsters (or any attacking creatures in most tower defense games) follow the path blindly? Well, in this mode, they don’t. Games I’ve played that feature this kind of tower defense gameplay: Flash Element TD 2, Cursed Treasure – Don’t touch my gems!, Defense Grid – The Awakening. If you manage to kill orblet-carrying monsters, the dropped orblet slowly rolls back towards your orb, an when it docks back in, your lost portion of mana generation multiplier will be restored.ĭefeat condition: same as in clash (normal) mode, but losing your orblets will almost ensure your swift defeat. If all your orblets are stolen, you have no more mana income at all. Orblets have a drawback however, the less you have left intact, the less mana you get. After that, further incoming monsters will go for your orb and cost mana to be banished. As long as you have orblets on stock, your orb is safe. ![]() Your orb is surrounded by tiny orblets, which attract monsters to snatch them instead of attacking the orb. If you have lots of mana, you can have many monsters attack your orb without losing, there’s no hard limit.ĭefeat condition: a monster gets to your orb and you don’t have enough mana to banish it. I guess I don’t have to go into details here, but just to sum it up: You generate mana via many ways, and use mana to cast expensive banishment spells to teleport the attacking monsters away before they smash your fragile glass orb (or eat you alive if you’re playing GC1 or GC0). This is the normal, “GemCraft classic” mode. ![]() The main idea was to make the battle modes really different, not just like “+20% giant monsters”, so a fundamental rule (“What is the defeat condition?”) was at the scope. Gemcraft labyrinth secret stages generator#After lots of changes in the plans, the “currently final” version is distilled into a 3 modes * 3 difficulty levels simple selector, and some kind of challenge generator where you can have lots of perks and tweaks added (this latter will be shown later in the blog, or probably only in the released game (let’s keep some things secret until release)). Formerly, as I wrote to many of you in emails, the battle mode selector was planned to be a hybrid of GCL’s pick-what-you-want (but basically one main mode with lots of tweakables) and GC0’s lots of (not so) different game modes. ![]()
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