Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Some of us might actually enjoy the torment challenge, you know.
I wanted a TD game where you gradually get stronger and are able to beat more and more waves. Which is basically how all good TD games work. GC:CS was that. This game with essential parts hidden and locked away in trials is not. If I wanted a super hard puzzle game I would have bought a super hard puzzle game.
I haven't reached these contentious challenges yet, so I have no idea what the fuss is about, but definitely don't just neuter Trial Mode into oblivion. My favourite part of a TD is working out the puzzle set before you instead of just playing enough levels to brute force your way with overwhelming numbers - and Trial Mode offers me just that. Hell, perhaps multiple difficulty levels would be even better, but this would be non-trivial, so perhaps something to consider in a future game.
Rebranding the challenges might be the safest and quickest option.
I don't think the current setup is good though as it will frustrate too many people. Taking the skills out of trial mode should fix that fairly well, although, even then, a few of the trials are fairly tight/hard. I would have such trials be late game, and give nice bonuses if you finish them etc.
Of course you have many who would just look up solutions, so that just makes it possible for everyone to get those bonuses, but it's their game if they wanna do that.
I like playing a game myself and figuring out solutions etc, I just don't have the patience anymore to lose a map 10+ times in order to do that.
My first impression was that Trial was an optional challenge mode that gives a small bonus of XP + skill points, not as a critical part of the game.
Also please don't make the game un-challenging.
This is where I'm standing atm, it made GC a game I could turn back to again and again.
Once you solve a puzzle and there's no room for experimentation, it's done.
By all means, keep the challenge for those hungry for it, but don't wall off traits and skills. I still have a positive view on the game, but it can go either way atm.
I might buy that the trials are a little hard, even though i manage to go through all of the ones that i already passed by, they made me rethink my actions, remake plans and try again.
For example i noticed that the orblet skill (can't remember the name) would be sometimes bad (even though on the other game it was broken strong and determined when you could not gain mana anymore and had to end a endurance run) because on maps where you didn't have a lot of damaging gems you had to rely on mana gems and increase their power in some way letting the monster be banished for a round or two(if you had any orblets you would lose a lot of mana)
Other lesson i learned was that since i have no beam spell yet, i need to have at least two DPS towers(for swarmlings, instead of one grade 4, two grade 3 gems), that i can move my gems from the start to the end of the route so that the same gem can damage every other enemy again increasing my overall dps to the wave.
I think that the game is crafted to a very beautiful point and if the devs were to change anything would it be to make the trials easier (but not optional)
If the devs end up making these changes i would be confortable if the easy mode was labeled as a "learning experience for people who are new to tower defense and/or GemCraft" and the normal current mode to be " a fair challenge for people who played at least one gemcraft" because that's how i fell about it. The word "challenge" pushes away the people not looking for frustration in a game and newcomers don't get frustraded, win-win
Edit: I would advise a more in-depth guide in-game, or even hints in each trial stage on how am i supposed to abuse which mechanic to pass that, or even just which mechanic (for example, i don't know which spell scrolls i have activated at which level on trial mode, none?)
Final: thank you guys i love his game, i will probably beat my other gemcraft time with this, it's amazing.
- Gating the skills/traits behind the trials. I actually like the trials, but I don't like that it's necessary for the other two modes. I want them to be truly optional.
- The fact that you can't tell what's in a stash before beating it, unless it's a skill. I'd rather know if I'm going for a trait or just bonus shadow cores when deciding which map to go for next. This is regardless of what mode the stash is in. (And sure, I can look for answers online, but why should I have to? The game should tell me).
Since they're fixing the first, and the second thing is an annoyance rather than a real issue, I'm quite happy now.
Good to see more levels needing thinking, and not being able to steamroll most maps like in the average TD game.
A tutorial pointing out the mechanisms would avoid a lot of comments from more casual players.