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Reviews for "Spectromancer: Gamer Pack"

Very well planned

The game was well balanced to me, with 4 varying difficulties to choose from. The classes were quite balanced, although some slightly stronger than others.

I liked how each element plays a different role, fire with supportive summons and area spells, water with defensive summons and supportive spells (usually converted to other elements), air with all out offense and earth with healing/regen summons and healing spells, plus stone rain, the best combo breaker ;D
The only thing I didn't like was how hard it was to gather Water power.

Most people think that their strategy is unstoppable, but truthfully each tactic can be countered. I'll list a few:

Illusionist nuker:Summon Ice Golems, Phantom Warriors and Wall of Reflection. Nuke everything with Stone Rain. Ice Golems will remain unharmed while Phantom Warriors will only lose 1 hp. Enemy player receives 20 damage from Wall of Reflection dying. Countered by summoning Forest Sprites to kill the Phantom Warriors and medium-cost units to kill the Ice Golems while the enemy saves up enough Earth power for Stone Rain.

AoE Sorceror:Summon a couple of Forest Sprites and a Lightning Cloud, activate Ritual of Glory and watch 'em rape everything. The only way to counter this is to kill of the Forest Sprites or Lightning Cloud before the enemy gathers enough Sorcery power for Ritual of Glory. Best done with Stone Rain.

Mad Hermit exploit:This trick is simple and devastatingly powerful, but really easy to counter if you see it coming. Buff the Magic Rabbit with as much damage as possible (best with 2 Orc Chieftains & 1 Minotaur) and then replace with Forest Wolf. The Forest Wolf gains all the damage bonuses twice, up to 10 bonus damage. However there are many counters to this, simply killing the rabbit before it transforms or killing the wolf with nukes.

Chronomancer:One of the most powerful classes once ChronoEngine is obtained. Throw 1 or 2 down and the game is yours. After getting 1 ChronoEngine, passing turns rakes in Time power crazy fast for the 2nd ChronoEngine. The only way to counter this is to injure the enemy 'til near death while it saves up 7 Time power for the 1st ChronoEngine, forcing it to waste the double turns healing once it gets the 1st ChronoEngine out.

Fire Demon: By far the most powerful deck possible IMO. Spam merfolk apostates to quickly gather Fire power. If the enemy tries to counter with mid-high cost units, kill them with 1-2 Explosions by sacrificing the mermaids. If the enemy tries to counter with low cost units, wipe 'em out with Hell Fire. Either way you'll end up with a crapload of Fire power. Summon a phoenix or two and you can use them endlessly to cast Sacrifice. As long as your Fire power stays above 10 your phoenix will never die and you can nuke the crap out of enemy with Stone Rain (with all the Earth power you've saved up). Once your Fire power goes above 20 end the game with a Fire Elemental. So far the only counter I can think of against this deck is with Illusionist. Summon Wall of Reflection against phoenix and when the Fire Elemental is brought out finish the enemy player with Hypnosys+Armageddon/Lightning Bolt.

Awesome!!!

Excellent Game, addicted

good job

good game and all, but maybe when you should put a description of each class of mage in the beginning

Great Game! One problem though! 9 stars

I like it a lot. I'm a huge Magic the Gathering fan and this game does it for me however, I see one problem and it would be a little bit hard to fix.

The problem, I believe, is that you can only play one card at a time. Just imagine if you could use all of your disposable resources in one turn. Imagine how dominating you could be or how dominated you could get! The reason why I think that would be hard is because then you'd have to consider the amount of cards in the game and in the deck. You'd have to also consider, and I know this one would be pushing it considering this game is almost a mirror copy of magic as it is, implementing kind of a mana system where you could play cards to increase your elements that way you don't have to constantly wait many turns to use your arsenal because they would replenish every turn.

Also, if you were to do that then you would have to stop the cards from staying in your deck after you use them. Then you'd have to have a graveyard and an rfg and then we'd be playing a different version of magic!........

Yeah don't change anything the game is great haha I just think, because of my experience in magic, that the card system is extremely simple to master because of the limited amount of cards and the small number of combos you can put together not only for a whole strategy but for a single turn. It kind of seems like you guys rushed it a bit. A little bit more on the sequel would be awesome!

I promise you the strategy on my "Fire Eater" deck is unstoppable by any strategy and the problem with that is, in magic, no mater how powerful your deck is there is always a deck that is perfectly suited against it. Such things don't exist here. Great game!

Stupid Large Advertisement on game!

I haven't been able to play this game because of the stupid large advertisement that just doesn't seem to go away, even with an ad that has a continue to content or skip this ad button as a part of the advertisement. I really want to play this game, but I can't...