Gemcraft: Dominant Strategies

OK, so I basically called Gemcraft boring in my last post. And yet I’m still playing it. “Boring” and “compelling” are not always contradictory qualities, but in this case I think it’s because Chasing Shadows is doing a better job than its predecessors of keeping things varied, and of keeping a sense of forward progression. It’s not just that the battles keep getting bigger or that numbers in general are going up (although that’s certainly a factor). It’s that the bigger numbers result in changes in the dominant strategy.

To explain what I mean, I’ll have to describe the details of the game a little more.

Gems come in nine colors, each with a different special ability: blue gems slow down enemies they hit, yellow gems have a chance of doing critical hits, purple gems reduce armor, and so forth. You can combine multiple colors in a single gem for something that does more damage and has all the special abilities of its components, but isn’t as good at them as the pure gems — unless one of the colors is black or white, which are special colors for enhancing other colors. Gems with a black component are called “bloodbound”: they become more powerful with the number of times they hit enemies. Gems with a white component are “poolbound”: they increase in power every time your mana pool levels up by hitting certain exponentially-increasing thresholds of accumulated mana. (In the original Gemcraft, you had to pay large amounts of mana to upgrade your pool. Here, the only cost is opportunity: if you want your pool to gain levels, you have to refrain from spending all that mana while it builds up. This, it turns out, is enough of a cost.)

There are a few things you can do with gems besides putting them in towers. You can drop them as bombs, but this struck me from the very start as a big waste, getting a little temporary damage out of something that could otherwise dish out damage continuously. You can use them to enrage waves, as I mentioned before, although in the early part of the game this struck me as even more counterproductive than exploding them. And you can put them in traps, an alternative to towers that requires monsters to walk over them (more or less). Traps don’t do nearly as much damage as towers, but they’re much more effective at the color abilities.

Now, not every color of gem is available on every level. Most of the early levels have only two or three colors. But you can unlock skills that let you upgrade the effectiveness of specific colors, and any color that’s upgraded will be made available everywhere. This is part of what lets strategies dominate.

The first really effective strategy I found was to fill the pathways with green gems in traps. Green gems are poison: in addition to their normal impact damage, they do damage over time that ignores armor. Putting them in traps not only made them more poisonous, it also solved the big problem with poison gems in towers: that they tend to target the same thing over and over until it dies, at which point the next thing hasn’t taken any poison damage at all. Traps all along a path spread the poison around among everything on that path for maximum efficiency.

After a while, though, this approach can’t keep up with the increasing hit points of the enemies as the number of waves per level keeps going up. I haven’t really analyzed this, but I’m pretty sure that the general monster stats increases exponentially with the wave number — the base of the exponent is close enough to 1 for it to be a long, slow exponential curve, but it’s exponential enough to eventually overwhelm any non-exponential strategy.

My current strategy is powered by orange/white combination gems. The power of orange is mana-leeching: every time an orange gem damages an enemy, it gives you a fixed amount of mana, which increases as you upgrade the gem. I had more or less given up on orange gems early on as wasteful — they’re the least damaging gem type, and they never seemed to make their own cost back at the lower levels. But once I had both orange and white available everywhere, I realized there’s a neat little feedback loop to be exploited. Leveling up your mana pool makes the orange/white gems more effective, which levels up your mana pool faster. Eventually you want to make some gems that specialize in damage rather than leeching, but by that point, you’ll have loads of mana to do it with. The exponential enemies do overwhelm eventually, but I can hold them off for well over a hundred waves this way.

In fact, this is the point where I had enough of a mana surplus that I started experimenting with the things I had earlier dismissed as wasteful, like gem bombs and enraging waves. And it turns out they can be quite effective, once you can afford them.

The big question is: Is this the final dominant strategy that will last me the rest of the game? Or will it fizzle out like the poison paths and force me to discover something new? And I don’t know the answer to that. There’s still an entire difficulty level I haven’t unlocked yet. Maybe when you last to wave 200, the bloodbound gems start being more effective than the poolbound ones.

Gemcraft: Chasing Shadows

So, apart from your witnesses and undertales, what have I been playing for the last few months? Time-wasters, mostly. When I feel like I might be yanked away from a game at any moment, I choose ones where that’s no tragedy, either because I have low expectations for the game but just want to try it out to see if it surprises me, or because the game contains so little context that I’ll be able to jump in again without problems after an extended break.

Lately, the game that’s been wasting the largest portion of my time is definitely Gemcraft: Chasing Shadows. It fits mostly in the second category, but also a little in the first: I’ve played enough of the previous three 1Chasing Shadows is designated “Chapter 2”, but that’s because two of the other games are a “Chapter Zero” and a “Lost Chapter”. Gemcraft games to know pretty much how they work, and I think I’ve gotten bored with each before reaching the end. (I’m not completely sure. I might have finished the first one, but if so, the ending wasn’t very memorable.) I suppose this reaction is partly because they were free online Flash games, distributed via sites like Armor Games and Newgrounds, which made me value them less than Chasing Shadows in my Steam library, even if I did get it as part of a bundle.

The Gemcraft games are tower defenses, a form where individual games are still mainly distinguished by how they innovate on the formula. The original Gemcraft had two chief distinguishing innovations. First, it separated the towers from the weapons installed in those towers. The weapons take the form of enchanted gems in various colors, which can be combined to create more powerful gems. If you upgrade a gem a lot, and then realize that it would be more useful somewhere else, you can simply move it to a different tower, albeit with a delay of several seconds while it “resockets” to discourage you from doing this all the time. I find that this actually isn’t much of a force on me or my decisions during gameplay. It’s a nice convenience, but it fades into the background once you’re used to it.

The other and more interesting chief innovation was that you could earn bonus mana (for buying towers and gems on the current level) and XP (for purchasing permanent upgrades) by releasing waves of enemies early, or even releasing multiple waves at once. This makes it into something of a bidding game, like Bridge: you tell the game how much of a challenge you think you’re capable of handling at the moment, and if you judge right, you reap a reward that makes things easier later.

After three sequels’ worth of complications to the rules, there are now several additional ways to bid. You can sacrifice a gem to “enrage” a pending wave, making the enemies tougher and more numerous, which means you get more mana and XP for defeating them. You can turn up the difficulty for an entire level to get a large XP multiplier. And there’s a whole system of more specific and multi-tiered ways to make levels harder, called “battle traits”. For example, there’s a battle trait that decreases the time between waves, another that increases the number of Swarmling waves and also makes Swarmlings harder to kill, another that makes your earned mana come in lumps at regular intervals instead of continuously. My favorite battle trait gives you a number of “orblets” at your base, which basically function like the power cores in Defense Grid: if a monster manages to carry one offscreen, all mana gains from that point onward are reduced by 10%. New battle traits are awarded over the course of the game, just like new upgrades. Activating multiple battle traits at once seems to be the real secret to gaining XP quickly, especially if you turn up the difficulty level as well, which increases the XP multiplier for each battle trait.

I’ve seen things similar to the battle trait system before. For example, the idols in Bastion are essentially the same thing. But for some reason I was hesitant to use it at all there, whereas here in Gemcraft, I often overbid with it, activating too many traits at once and losing the level. Probably because the game is so repetitive. Once I’ve beat one level, I feel like I can easily beat them all.

References
1 Chasing Shadows is designated “Chapter 2”, but that’s because two of the other games are a “Chapter Zero” and a “Lost Chapter”.

Faerie Solitaire: Final Thoughts

This has been a very busy time for me, as you might have guessed from my lack of posts. It isn’t really the case that I haven’t had time to play games, but I haven’t had time to play games and blog about them. And so I’ve got about a third of the new achievements in Half-Life 2, which I got off the Stack three years ago when it didn’t have achievements yet, and I’ve gotten maybe a quarter of the way into the latest Gemcraft sequel, Gemcraft Labyrinth, which isn’t on the Stack because I haven’t paid for it. Gemcraft Labyrinth is a game you can play it for free on the web, but certain optional features are locked until you pony up some dough, and the UI pointedly reminds you of this every time you begin or end a level, so it’s likely that I’ll break down and pay at some point.

Still, I can’t ignore the Stack completely, can I? And so I spent a little time this weekend polishing off the game I was closest to completing, Faerie Solitaire. There are still two Challenge levels that I’d like to complete at some point, and I’m missing enough of the fairy pets that I doubt I’ll ever bother to catch ’em all. 1Update: See the icon for the “collect each pet’s adult form” achievement (it’s at the very bottom). That does not describe me right now. (It’s still not clear to me if the eggs that the pets hatch from are granted at random, or if they’re under specific spots in specific levels. The latter would make hunting the last ones down more appealing.)

I don’t really have a lot to say about the game that I haven’t already said. The final levels didn’t reveal anything new or transform gameplay in any unexpected ways, especially considering that I had already purchased all the power-ups. When you finish the last level, you get to passively listen to the hero describe confronting an evil wizard, and then there’s a sequel hook. Which has got me speculating: what would I put in a sequel if it were up to me?

I’d want to elaborate on the game mechanics, obviously. I felt that the gameplay didn’t even really support a game of this length, so definitely I wouldn’t want to keep things the same in a sequel. Probably I’d try to figure out some way to make the layouts more relevant, less prone to devolving into a bunch of independent columns.

I’d want to do more with the pets. At the very least, I’d give them spot animations to make it seem more like you’re collecting creatures rather than portraits of creatures. Also, they’d be more interesting if your choice of current pet had some kind of effect on the game beyond bringing it closer to its adult form. Certain pets could give you bonus gold, for example, or turn additional cards face-up. Even if it’s undesirable for pets to affect the main game this way, they could at least affect the pet system: pets could make it more likely to find specific resources. There’s all sorts of unused potential here.

Finally, I’d want to give the fairies more of a voice in the story. Now, the story of Faerie Solitaire isn’t the most relevant part of the game. It’s pretty much just tacked on. But it’s tacked on poorly. We have all these fairy pets, we have constructions in Fairyland, we have cards with pictures on them, we have fairies as an ostensible unifying theme. I’d want to see this stuff become relevant in the story. In what we have, the story is instead about a journey to defeat an evil wizard, with fairies as a mere MacGuffin, not as characters. Fairies have the potential to guide the hero or trick him, to set quests, give hints, keep secrets, misunderstand your intentions, cast spells that help or hinder the player. Zanzarah, still the best fairy-themed videogame I’ve played, felt a lot more like a story about fairies, even though it didn’t do much more with them than Faerie Solitaire does — the fairies there are mainly treated as tools, not characters, and never really have agendas of their own. But at least it has wild fairies that attack you spontaneously, which makes them seem self-willed.

References
1 Update: See the icon for the “collect each pet’s adult form” achievement (it’s at the very bottom). That does not describe me right now.

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