Tired of waiting?
Click here to disable ads!
You are not logged in. If you sign up for an account,
you can gain additional voting power over time, allowing your vote to have an even
greater impact on submission scores!
GemCraft chapter zero: Gem of Eternity has finally arrived to NewGrounds! :-)
Click on spell buttons to select them
Drag gems to move, throw or combine them
1-6 or B/T/C/M/W/G selects spells
P to pause
N to send next wave instantly
Q to switch 1x/3x speed
Hold shift to:
-place multiple towers/traps
-create/combine multiple gems
-throw multiple gem bombs
TreasureTrapped I think you might be doing a couple things wrong: Although gems are created at random, you can transmutate gems into another color; say you had 1 Lime, 1 Cyan, and 1 Red, all grade 1. Drag a grade 1 Green over them in bomb mode, drop it and then you have three green gems. Also when you fuse gems it shouldn't be at random unless you're just clicking on a gem by itself, you have to drag and drop a gem onto another one after or during the time you activate the Combine mode. And for using shift for Bombs; you have to hold shift, activate bomb mode then continue to hold shift while clicking on the place you want to blow up, it will automatically take gems to use starting from the top. I hope that cleared up those things.
Anyway, I've been playing the version on Armor Games: 5/5 & 10/10
This is an amazing game! I was a fan of the first one and was kind of worried that the new modes and crazy adaptations would ruin the gameplay and take away from the experience.
The graphics are solid, the gameplay is functional/easy to understand/relatively simple, and the programming is great!
As a game art student, I'm working with Game Maker 7 right now and will soon be moving to flash games in my spare time and I want you guys to know that your games were a major inspiration for that. Thanks for bringing many hours of enjoyment!
Pretty good, just a few things.
There are some issues.
Because the gem you create is always a random color, it makes it difficult to form an actual strategy , relying more on luck to get better gems. Even if only from a concrete set for each level, you should be allowed to choose the color of gem you make. The same thing happens with gem fusion. If you have more than two of the same type and decide to fuse, the game will pick which gems to fuse at random. This makes it almost impossible to fuse the gems in the way you want if you have a large stockpile of the same type, such as one made up of level one gems for the sake of bombing runs.
Because the different modes are dependent on level rather than progress, it does require the player to grind the same few battles repeatedly, which can get old. It would probably be better and makes more sense to unlock the different modes in levels by beating the earlier modes, i.e.; The player beats normal mode, then unlocks survival, or some similar progression. This cuts down on the grind, but still allows for the revisiting of stages for level building. It will also make level building more entertaining since the player will never be required to do the same stage in the same way.
For some reason, using the shift macro for gem bombs didn't work for me. I haven't tried on a different computer, so it may just be something wrong with that, though I would check anyway.
Beyond that, it's a pretty solid game. I did like the use of both traps to put on the travel field and towers to put on the side. It adds an extra level of strategy that some tower games lack. I played it through pretty far. Only my lack of tolerance for grind kept me from going much further. If you can cut down on that, it'll all be good.
upload full game
yea this isnt the ful game but still good
A retro-inspired 2D Action RPG set in the distant future (DEMO)
Travel the world on an epic shark lifting adventure!
What happens after the final boss is defeated?
newgrounds.com — Your #1 online entertainment & artist community! All your base are belong to us.