The rise of health in mobs is small exponential, differing among difficulities: easy, normal, hard, extreme and survival. Other than that, the mobs are rather monotonic, with bats occurring every 4 th wave and dwarfs always having the same weaknesses at the same time. The bats are always weaker than dwarfs and to Amethyst – or purple, as I call it in my head. Though, when choosing gems, it is important to keep in mind that the enemy units have weaknesses that notably increase the damage dealt to them. Indeed, it can be better to choose your gems like Mahjong tiles, boxing in the possibilities – for this game does host the combinations of gems. The gems you get are randomly chosen, and while you can improve your chances getting a specific gem is often exercise in futility. Second would be the strong luck element in the game. However, with 5 gems placed in a turn maze can be built quite quickly while not sacrificing much offense. You also cannot build during the attack, so juggling is out(you can still remove a rock, perhaps to prepare for next turn or to make mobs cross the maze centre one additional time).
The road is but an illusion, bounding only fliers. Gem tower defense has some rather unique particulars that are not often found in other tower defense games.įirst of them would be the checkpoints.