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GemCraft Labyrinth

rated 4.47 / 5 stars
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Strategy - Tower Defense

Credits & Info

Apr 29, 2011 | 7:50 AM EDT
  • Frontpaged May 2, 2011
  • Daily Feature April 30, 2011
  • Weekly 4th Place May 3, 2011

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Author Comments

GemCraft Labyrinth v.1.20 changes & fixes:

-Hue mismatch of purple gems (in-game vs map info panel) fixed
-Some more typos fixed
-Field G7 has all gem types available now
-Added the text "Ctrl-click to send all remaining waves" to wavestone info panels
-To improve performance, only 7 monsters get drawn at a time per tile
-The awful lag caused by the limetrap exploit was fixed while trying to keep the exploitable nature (not to ruin the fun)
-When using the wild gem skill, it was impossible to achieve the "no more than 2 gems while spending 5.000 mana" journey amulet with 2 gems


We are happy to finally give you:
GemCraft lost chapter: Labyrinth

The latest installment in the series takes you to a huge labyrinth - 13x13 fields -, each playable in any combination of battle settings.
Unlock more settings and skills as you level up, raid tombs, slay apparitions and even some of the dreaded shadows!

The Premium Edition opens up even more possibilities, giving you very powerful skills, and the most fun and challenging battle settings!
(the whole game can be played to the end in the free version too, it's not a demo!)

Have a great time playing! :-)



Rated 5 / 5 stars

Way too addicting

Like everyone here I've been playing this game for the longest time. The feeling of getting a high exp score is better than sex. I just did field G8 for the first time. I decided to turn on every exp multiplier and I managed to get EVERY SINGLE battle amulet. At the end I was awarded 105k exp and I grew 5 levels at once. If I had the premium version I'm sure I could have gotten an even higher multiplier. I'm level 128 and about 80% done with the game and I've enjoyed every second of it. Just about a flawless tower defense game.

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Rated 5 / 5 stars

Can't help but come back to it.

I've been playing this game on and off (mostly on) for a solid two months now. Still kicking but and having a blast. The 5 buck for the premium addition is well worth it. Probably the best tower defense game ever.

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Rated 5 / 5 stars

uber time waster

the god of tower defence!

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Rated 5 / 5 stars

It's a great game

I don't know ho long time I spent on this game. It's really good and addictive game, then I removed my internet cookies and my saved games by mistake...
Well the good thing is that a can do this again :)

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Rated 4.5 / 5 stars

A game more for the TD enthusiasts

The first GemCraft game you released was the right length for semi-serious gamers. The next GemCraft (ch. 0) was on the long side, but I could deal with it, given the spacing of the Guardian battles.

This GemCraft however is just loooooooong. I found myself often wondering "Jebus christ, is this game going to make me go through all the fields?" And having beaten this game, bought the Premium Edition, played some more...

I have come to the conclusion that this game is unnecessarily long. I did find myself entranced by all the improvements you made over the last game in the series, and I took a spent an hour or two experimenting with the extras such as amplifiers. But really, there was just too much of the same thing. And what made it worse was that sometimes I would find my progress arrested because level X was too hard, so I had to go back and grind for exp and such. Thankfully you don't have to do that every other level or something, but it was annoying nonetheless.

In terms of story, it was nice flavor to break the monotony of labyrinth exploration. Thought you did a nice touch with the demon tomb. Then I got excited for the game when I played the second epic field. Then you destroyed my hopes on the third epic field, got them sky high on the fourth epic field (the ONLY mandatory boss in the game), then you fell drastically short of my expectations on the final epic field. I mean seriously, just a jack hard endless onslaught scenario? Wow >_>

Then there were strats that clearly work, and some strats that fall short.

Bloodbound gems, once you had the Wild Gem skill and max Flexibility skill, became the dominant strategy because it was free damage. Forget the other gem types, though that's not to say they don't have their own uses. The tradeoff with dual and triple gems is that they have less specials, but more base DPS in general. However, it's a bad idea to make dual or triple gems out of Bloodbound or Poison gems, unless it's a late game thing.

Amplifiers are great for what they do, but early on they may be too expensive (for a good reason). Same deal with the Shrines; you'll want to use these to take out troublesome giant monsters, partly because of the HP absorbed, and partly because if they are the only targets for the Shrine, the damage output is MASSIVE!

Dropping gem bombs on wave stones summons more monsters. This is absolutely worthless on swarm monsters, "meh" on the regular monsters, and a fking jackpot on giant monsters. Don't drop too many gems obviously, or you'll get overwhelmed. But do it with a high grade gem so you can summon more monsters without raising their stats too much, as this will net you more mana. The summoning battle amulets are worth lots of exp too.

With the introduction of survival mode, it seems like the scaling of things... aren't congruent. It's very nice that you removed the specials cap, but then things get out of control beyond a certain point. I don't have enough space here to describe in detail, but just google a few videos to see what I mean. Be sure to view the ULTIMATE MANA FARM. What I will say is that the exp multipliers for some settings might make sense earlier, but then they're completely misrepresented later on.

For example, it only takes a grade 21 gem surrounded by 9 grade 15 amps to beat survival mode (1337 waves) on max settings, minus armored waves and the waves get harder setting. Toughest monster: 3,333,333,333 HP, less than 400 Armor. However, it'll take a grade 25 gem to beat survival mode on max settings, minus tenfold HP and waves get harder. Toughest monster: 3,333,333,333 HP and 100,000,000+ armor. Just for shyts and giggles, it takes a grade 32 gem or so to beat max difficulty survival: 9,999,999,999,999 HP and 100,000,000+ armor monsters.

I'm sure I've explored nearly every corner of the game at this point. It's a great piece of work overall, it really is! Though now I hope you actually get to work on Ch 2.

PS: Only hidden field A13 is unlockable in the free version.

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