Thursday, January 5, 2023

[ToM] Migration Stone

This large standing stone in the middle of a dusty flat provides the only shade for a good mile in any direction. It's a semi-cylinder that stands about three men tall. Close inspection of the stone during dawn or dusk will lead to strange inconsistencies with its shadow compared to your own; but without any nearby landmarks to compare it too, the stone keeps its secret.

When not watched, the stone moves. It moves at a glacial pace, but "migrates" around the valley it is kept in, between four sand dunes. If you try to use the migration stone as a landmark to navigate around here, you will lose an extra turn of walking when it isn't in the right place.

If you had several very strong men (or a giant) topple the stone over, one would find that at its base an ancient word of power has been chiseled in. Once you learn this word; you will know the magic spell to create Golems.

Any golem created by this word have a strange quirk. They will serve dutifully for thirty-six years and then, without any explanation, be consumed by a fierce wanderlust and leave regardless of any orders or binds that attempt to hold it in your service.

Wednesday, January 4, 2023

Brownies

Brownies are small nature spirits. They are related to the fae; and like all fairies, are mischievous and flippant in nature. They look like prepubescent boys; except dressed up in animal suits with open faces. They have the personality of children and will never grow up. While not especially dangerous, they can be nightmareish for any party traveling through the wilderness if angered; throwing stones or even luring wild animals to your camp at night- they are known to speak to animals, even your own, and getting them to run away from their owners. They aren't especially malicious either, and have short attention spans. Their first reaction is always the strongest; if they see someone in an even slightly funny hat carrying a broom, they'll assume that must be a witch and will start to hassle you. Meanwhile if you're wearing a dress and give them candy when you first meet them, they'll think you must be some kind of princess and will come running whenever you cross their territory.

Brownies don't have stats. Just assume you can't catch them. If you do manage to get into a fight with them, they can do 1 point of nonlethal damage to you (sticks and bites) and you kill them in one hit. They're basically just kids with just a sprinkle of magic.

Traveling in bands, Brownies collect all manner of useful items and secrets. Their valuation of things is based more on a gut reaction or how useful whatever treasure it is would be to a 8 year old. They'll gladly trade dirty and dingy gold coins for a nice set of ivory dice, or a handful of copper coins if the emperor on it has a funny face. Be careful if they have something really useful though, as if they sense you really want it they'll start demanding something absurd to trade, and may just refuse to give it up just so you can't have it in a sort of childish flex.

They have a strange fascination with hounds, and will lure away hunting dogs from their pack. This isn't out of spite, they simply don't have any "cute doggies" out here. It is also said that if you manage to catch a Brownie, tear them out of their suit, and force them to take a bath; they'll become a regular if somewhat unruly boy and grow into a normal adult- all the many countless years as a nature spirit fading from their memory like waking from a dream. Good luck catching one though as they can move through any type of terrain both without leaving any tracks and without being slowed down; passing through thick foliage and bramble as though it was an open field.

Finally; Brownies appear in animal suits based on where they are. In the European bland human kingdom, they'll appear as badgers, squirrels, hares, and bobcats. If you are in the not!Africa part of the campaign setting, they'll appear as warthogs, meerkats, baboons, and civets. It is also said that at a distance it is impossible to tell if they are a brownie or if they are the animal they dress up as; so seeing strange groups of different animals walking together is said to be a sure sign you are looking at a Brownie band.

Tuesday, January 3, 2023

[ToM] The Lump

Hardened lump of earth jutting out of the ground unnaturally, like a pimple. Located to the southwest of the Temple of Mozz in the dry desert beyond the rises that flank the structure. Someone with really good hearing (elf) can press their ear against the lump and hear bubbling water underneath its exterior.

If someone in your party is capable of dealing 12 or more damage in a single strike, they can "pop" the Lump with one blow. Otherwise it takes two turns of cutting away at it with shovels and picks to open it up. When burst, the lump releases a torrent of fresh drinking water captured beneath the earth. Once the water stops coming, there remains a wet tunnel which is a few miles long. This leads to the secret aquifer beneath the Temple of Mozz.

Triangular tooth marks along the walls hint at this being the work of a giant sandworm; but these marks are fake. In truth this tunnel was dug by exiled desert-dwelling tribes of Mozz to attempt to save some of their "heretical" kin from being given a cruel wet burial.

Monday, January 2, 2023

[ToM] Base of the Temple

The Great Temple of Mozz is held up for seven long legs. These legs stretch out radially from the towering structure; the bottom of the temple does not touch the ground at all, leading to a large shadowy space underneath. If you were to stand underneath the temple's center, one could look above and see the perfectly circular black entrance to the temple itself; this is the Skydoor, and has no ladders, bridges, or walkways which lead upwards. This is the most basic defense of the Temple- and it works very well for a race of people who are winged. To enter the temple from the base requires a long grappling hook and ropes to climb; a task that any 3rd level Thief could accomplish. Magic Users with Levitate could also reach the entrance from the ground, but naturally couldn't bring anyone with them without a more powerful spell.

The legs of the temple are crafted from some incredible stone material. They almost appear fluid and organic, like the massive roots of some oversized tree, but are clearly a technique of masonry even a great master-dwarf would be envious of. Each temple-leg terminates in a large circular pad on the ground to hold the temple's weight. Each pad has a shallow incline to the center which contains a large pool of water in a deep bowl. The water is pure and fresh, said to be collected by the Temple itself, running down its specially carved exterior to the legs, which transit the water to the pools like aquifers. Each one of these "ponds" also has sluice gate which is supposed to empty water down irrigation channels carved into the ground running outward like spiderweb from the base of the temple in all directions; but as of now all but two of these gates are broken and ruined. The two gates which still hold their enchantment directly border the Enchanted Plots, and are where the water that feeds that uninhabited farmland comes from. Also at the very deepest point of each pool is a shallow depression which can open to drain excess waters to an unseen place below; this drain only opens once per day and only for a few moments; only a very small being like a kobold or gnome could fit and if they tried they would get flushed away to a great underground reservoir.

Every pool at the end of each leg is perfectly clean and drinkable, except for one, which has stagnant and foul water, despite looking clear. This is because that pool is inhabited by an invisible crocodile. The crocodile and everything it eats and shits out is also invisible; so you could be drinking invisible poop water and not even know it. The crocodile rarely gets prey and will be desperate; it will not retreat from its pool.

Invisible Crocodile (3 HD, 14 AC, 1d8 Bite, Bite becomes 1d10 and stun on a failed save if you're in the water (it deathrolls you)

It takes about one turn to walk from one leg of the tower to the next one.

Sunday, January 1, 2023

The Great Temple of Mozz

Standing over the enchanted fields and farrows, the great Temple of Mozz once was the crowning achievement of the last great people. The Mozz were bird men, with the powers of flight, who lived and worshiped closely with their powerful pantheon of Gods. All who saw the temple once were struck by its splendor, and the bird-men of Mozz showed it off to all beings of the earth, as a sign and symbol of their great strength. Now, it still stands, but in decay and ruin. The land surrounding it, once the land of plenty for the bird men, is now uninhabited and desolate; except for the enchanted stream from the temple's own feet.

The temple towers over the land. It is more akin to a temple complex or even a small city standing upright. Long cut slits along its height allowed for both light and Mozz to fly to and from the temple; as a window and door are one in the same to the bird men. Now, they are possible points of entry, but also peril, to those who wish to plunder this ancient tomb.

Yet even though the oldest elves have only the most vague and ancient of memories of the people of Mozz; there are tales of their great wealth and riches still stored within that temple. These stories inspire young adventurers to make the dangerous journey into the badlands towards the place where nobody dares go; to plunder the riches of the ancient temple. Even on approach one could be killed; the issuing forth of baleful light which slays even the most brave of adventurers. It is this peril most of all that inspires those to seek it; as it is said to come from the most sacred treasure at the core of the Great Temple of Mozz...

Wednesday, November 23, 2022

Gemcraft as Game Design Excellence + (Rant) Whining about Gemcraft's Game Design


There are very few games I can think of that really feel as total and feature-complete as Gemcraft does. In terms of game design and "taking a concept to its logical conclusion" Gemcraft is one of those games that just does it right.

If you've never heard of it; Gemcraft is a tower defense game that started as a series of flash games before the developer, Game in a Bottle, eventually made standalone versions of the game. The one I'll be referencing for the rest of this blogpost is Chasing Shadows, because that's the one I'm still playing the better part of a decade later. Yes I know Frostborn Wraith already came out two years ago and is better in basically every way to this game, but I'm not going to talk about it because the art is ugly imo and these games are all infinitely long basically so whatever.

Gemcraft has a lot of neat design choices. Your mana is used to create your gems, which is also your health. I actually really like this because it means that an enemy slipping through to your orb only deducts a small amount of your resources instead of making you lose a limited number of lives- which would always invariably make me reset while playing any other defense game since you usually can't regain lives easily in those games. The game would be unrecognizable without this feature. The cost and reward of everything from gems to buildings to how much mana you get from killing enemies to how much mana is costs to banish them is all mathematically figured and quadratic. This means the game can be played basically infinitely with Endurance mode as things just keep scaling forever. But even the mana pool has a gimmick. There is a "maximum" amount of mana you can have in your pool, but when you exceed it, the pool doubles its current maximum while granting other bonuses. This means there are times where you have to be conservative and save up your mana for either defense against powerful monsters or to reach the cap, you aren't just spending every single point of gold you get as soon as you can. The game also does the thing I love and should be legally mandatory for any tower defense or citybuilder type game and let you take your level-winning setup and strategy and transition that, after beating the level, into infinite endurance mode. (The fact this was apparently removed in Frostborn Wraith is criminal). But the main draw of the game is the gems.

In most tower defense games, your primary tool and "point" of the game is the towers. Towers typically have unique abilities or types of damage they deal and are built in one static location, making positioning important. Towers can usually be upgraded multiple times or level up with xp from kills so you can keep up with the ever growing threat of the waves. Gemcraft flips this basic concept by making your primary tool your gems. Gems can be socketed into towers to fire, but can be swapped around as needed after a short firing delay. The different types of towers in most tower defense games (splash damage, slowing, etc.) are instead based on the gem's colors. This is built into the mechanics of the game; pure gems of one color have much stronger "specials" which are these properties, but gems with a mix of two colors or more have higher damage and stats. This is only a flat bonus for multicolor gems and based on the total mana investment of the gem (how many gems are mixed in) so the ideal gem setup is 2 or 3 colors in a single gem in a tower. Even the entire concept of the game is perfectly suited to its aesthetic theme- gems in real life have various cuts and colors, so it perfectly fits with a tower defense game with gems of increasing grade and mixes of magical and elemental properties.

The reason why this is so engaging is because pretty much the whole game is based around it and it built to support it as a system. So above I mentioned single color gems have stronger specials, right? So there are buildings in the game which are traps- which are built directly on the walking path. Traps attack really fast but do essentially no damage and have basically no range (since they are traps), but have a huge boost to specials. So usually you put gems of 1 or 2 colors max into a trap to apply their specials, where as gems in towers are gems designed to actually kill the mobs. But not only can you do that, you can actually use gems as bombs too, applying some of their effects and dealing a large amount of damage by sacrificing a gem. You use bombs to demolish buildings you've built or destroy random objects on the map, as well as monster beacons that empower nearby monsters. You can bomb your orb at the end of the path to permanently make banishments less expensive. You can even gem bomb incoming enemy waves to enrage them, which makes the monsters stronger and makes the wave have more total monsters- meaning you get more mana back then you invest but giving risk of making the enemies too strong.

On top of this, defeating enemies grants xp for campaign progression and you can replay a level to try and get a higher score. Automatically this concept  just lends itself to tickle my brain. It's very Disgaea-esque, a sort of infinite recursive feedback loop where you bomb waves to make the game harder, beat it and get a higher score, and can immediately replay a level while stronger to get an even higher score again. It's the sort of addictive quality has made me continue off and on playing this same game and game series for years. I've never been any good at it and have never even gotten close to beating any of these games considering the fact they are all absolutely massive. I remember playing the first flash Gemcraft game and being floored by just scrolling the world map and seeing how far it goes, basically an odyssey, and watching the series grow and reiterate on itself over all these years is the exact kind of thing I live for. It's one of those passion projects where it just slowly perfects itself over time. I cannot recommend it enough if you're into that kind of thing.

Art @Palasferas

However, Gemcraft CS has a few things about it I don't like, and mostly, it's based on the gems. The gem colors are a big part of Gemcraft but also change pretty much every game, and possibly because the developer feels the same way. Gemcraft CS has nine gem colors, but because of how they are set up, many of them don't feel useful or are too typecast in one role. See, when I play a game like this in how well designed it is, I kind of expect and wish the entire game is as tightly balanced and creative as it appears, and inevitably get disappointed when that isn't the case. It's not really fair to expect a game that is already really good to live up to some fantasy version of it I've invented in my head, but that's just how I feel.

Side note: Not specific to Chapter CS at all, but gem bombs have always felt wack to me. In the first few waves a single grade 1 gem can kill all the enemies it hits easily. Later on, gems fall off in power so badly they stop feeling like they do anything at all and are merely a waste of mana. Partially this comes from the tower-defense and economy mindset you adopt when playing a game like this. Gem bombs are destroyed when launched, so naturally they are not as efficient as putting a gem in a tower or trap that actually kills and stays around a long time. Naturally this means I never invest skill points into bomb or demolition related skills, making them even weaker. I don't know how viable a "gem bomb" and/or shrine based build would actually be but judging from my own experience and every community post I see about this game I can only assume its remains as a gimmick, not a core gameplay pillar. In a perfect world, gem bombs should be about as equally strong or viable as gems in towers or traps, so that ultra kill-gem you have in a tower should be able to clear like half the screen of mobs but you sacrifice all that mana you invested to do so to balance it. Trying to make this "balanced" with everything else seems basically impossible so I don't envy the game's creator at all in this task.

The same above also applies to shrines. Shrines have gone through a zillion different iterations in this series but the basic gist is shrines sacrifice a gem to deal serious damage, slow, etc. a group of enemies around the shrine. Much like anything else (and gem bombs), the gem's special also shows up in the shrines. However, Gemcraft CS has randomly spawning shrines, not buildings you can elect to build, so they don't feel like a part of your core strategy. Shrines also only hit a small area around them and have a set "special" effect, which have the same colors and symbols of your 9 gem types. For example, a "Slowing" shrine is blue and slows enemies like a blue gem, but it has nothing to do with blue gems and you can use any gem color in it; making it like a static thing that just appears on the map. Bafflingly, any gem you put in the shrine will have that same effect, just scaled base on the mana cost, and earlier versions of Gemcraft already had shrines that have different effects based on what gem you put within. This is how I feel it should already be; a shrine being a way to sacrifice a gem to produce a powerful effect in a small area and deal damage to enemies, with the shrine's damage and special effects being based on whatever gem is put inside of it. Also, Amplifier towers boost the damage and specials of towers and traps, but not shrines. Even more annoying; you can actually put an amplifer next to your orb in the map and that will strengthen it, reducing the amount of mana a banishment takes, but making shrines stronger or charge faster? Too far.

In Chapter CS you can't build shrines yourself, so that makes sense, but the lack of player shrines you can elect to build and boost feels like a missed opportunity. In the same way towers mostly deal damage and traps mostly inflict specials, dropping a gem bomb should be a way to expend a game to mostly deal damage, and a shrine could be a way to mostly inflict specials while also expending a gem(?). As it stands, the only shrine I care about at all is the XP shrine, which grants you a small amount of XP for hitting monsters by using a gem in it, and the HP shredding shrine (yellow) simply because I like to put a grade 1 gem in it at super late endurance levels to see how many tens of millions of damage it can do despite being worth 19 mana lmao.

But the biggest issue of the game by far is the colors.

In Chasing Shadows there are nine gem colors, but some feel redundant and not as useful. One color is Cyan, which used to be the "shock" gem, giving a chance to hold a monster in place while being shocked- a really useful gem in the older games. Now its primary purpose is "Reducing enemy health regeneration". This just doesn't feel very useful or strong at all, especially when green is poison gem, dealing damage over time. Why would I ever use one over the other? Another is purple, which is armor tearing. Purple on its own makes sense; monsters get armor that gets thicker and thicker the higher the waves go, and armor flatly reduces damage taken, so you need something to remove armor. But as classic video game logic goes, dealing more damage is usually better then debuffs. Both these gems also have the secondary problem of having situationally useful specials which you might want to use; but if you did care about their specials at all there would be literally no reason not to put them into a trap to maximize them. Meanwhile yellow (critical strike) and red (new chain-hit) are both extremely useful to put in towers. Now gems don't necessarily have to be perfectly and evenly balanced between if they should go in a trap or in a tower, but you can imagine in a perfect world they'd be equally viable in both, based on the player's strategy and tactics.

Also; the entire concept of gems having colors with unique specials which get weaker and diluted the more you have in a gem (the entire point of the game) is fundamentally flawed. Think about it. If you need a specific combination of specials; you're either going to use two towers or traps with the gems in them instead of a combination gem. If all gems are roughly equally as strong by base stats and are only differentiated by powers, then there is never a reason to combine them. This is somewhat amended by the fact that double and triple mixed gems get a small power boost to their base stats, and not just based on the increased mana cost of the gem, but this is an arbitrary power boost to make them more appealing. In a perfect world, you should be able to combine any number of gems as needed to boost its power, with its specials being less and less useful the more mixed the gem becomes. You really should have an incentive to create a gem with 5, 6, or all the way up to 9 colors with piss-all specials that never activate but gain a big boost to the gems base stats for use in towers. This is a secondary problem right here; pure gems have use in towers (sometimes) and traps since they emphasize the specials of the gems placed inside. But mixed gems are basically useless in traps beyond very specific combinations (chain + bloodhound + mana gem) anyway as per the design of how traps work. I can't really think of a way this could be amended unless traps attacking fast with low damage was emphasized more (like 1 hit to kill minions or bubble shields that spawn on enemies, which at least give some incentive to use them, but these either don't exist or could be defeated easily with a single stronger chaining gem so it's a moot point.)

The other issue are the two scaling gems. These are bloodhound (black) and poolhound (white). Having bloodhound mixture in a gem gives it a small boost in power for its damage and specials based on the amount of hits it has made, and poolhound boosts the damage and specials of gems it is apart of based on your maximum mana pool. These gems aren't as common as the others but the basic idea behind these is a way to keep scaling your gems when you reach the point in the game where you can't actually scale your gems up any more, as well as a way to endure during really late waves in endurance mode. I don't have any issue with these other then that there is no strategy at all with them. If you have bloodhound you always want it either in a trap to farm hits or in your main kill tower that is constantly firing, and poolhound is only useful for gems in amplifiers or to be used as things like gem bombs or for shrines late game, since they get free stats as your mana pool increases. This is also already somewhat addressed in Frostborn Wraith, which has the "bloodhound" effect on making gems stronger with more hits as a default feature and mechanic of the whole game. I actually dislike this change somewhat because your most valuable gem is already going to be whatever you have the most investment in anyway; adding an XP element to the gems just further decentivizes certain strategies and encourage min-max trap farming nonsense which I don't enjoy as much.

So for these extremely minor complaints, I have drafted up these following changes.

Art @Incoherrant

Firstly; Armor. Armor is a cool mechanic in gemcraft and makes sense; it makes spamming many weak gems not an ideal strategy since enemies will block most of the damage and you need to invest more heavily in a few powerful gems. But gems do start to cap off in range and attack speed at a certain point, so you still need more then one gem to deal with swarm waves- too many small and fast enemies that can push past your slow firing killgem. It makes sense to have it. But Armor Piercing gems are very simplistic. Out of all of the "iffy" gems in this game, these are still the ones I care about and use the most, they are also one of the most common gem colors that are in maps along with orange (mana leeching) and green (poison), at least until you unlock the ability to forge a gem of any color in any map.

The issue with Armor-Shredding gems is that their usefulness as a secondary gem color in a kill gem is questionable at best. In order to fix this issue, I would say make the purple gems have the secondary effect of armor piercing as well. This means any hit with the gem not only reduces armor by a small amount, but gives the shot a small amount of armor penetration as well. So a tower with a purple gem also gets a damage bonus in the event the monster still has armor since it just ignores some. It should go without saying that any of these changes would naturally fuck up the extremely careful balance and math-work of the game creator- obviously this is just a conceptual sort of ideaguy posting, not a thesis in game design; but in a game as tightly designed as this, having certain gem-specials only be useful in towers or only useful in traps just rubs me the wrong way!

The second is the Suppression (Cyan) gem. As stated above, this gem just does not seem useful at all. The ability to reduce healing isn't that common in game strategies. By extension, if enemies did regenerate health super fast and this gem was made useful to mandatory, then the game would be almost excruciating to play on any level without them or just flat out annoying even when you do, because enemies, especially giants, would just be a huge pain in the ass to actually defeat. As it stands, I think these gems are sort of meant for 'anti giant' gems, since giants have a lot of health and armor and are the only enemies that will reasonably take more then one or two shots to destroy. Now I should mention that in super late game scenarios you actually need cyan because enemies regenerate so much health but similar to armor it feels like a losing strategy over boosting your damage and just overcoming them that way before you run out of juice. The other annoying thing about this type of gem is it only stops the regeneration that monsters have by default as opposed to reducing all healing effects on that monster, so even if you hit them with cyan they can still be healed by the random battle traits, like healing novas that monsters do when they die to heal other monsters next to them. In this case, I think having the Cyan gem work as a "stop all healing" works better. But what about in a tower? In a tower, the Cyan gem is a dead color to add to another gem, making it another trap-only sort of gem. My method to fix this, on paper, is to give it some kind of percentage health reduction or "echo" hit, where whatever damage the gem does is then echoed by every hit the monster takes for a short time afterwards. However even I have to admit this would probably fuck the game up beyond repair, because anything that deals percentage damage to monsters would quickly becoming the most OP gem in existence in a game with this much power scaling. Echo damage makes the most sense in that regard and is sort of already been added in FBW but is for that game's red gems. The idea of these changes is to make Cyan the defacto anti-giant and anti-unkillable boss gem type.

While typing this; even simpler idea. Make damage from Cyan gems reduce an enemy's maximum health + make health regeneration a percentage thing. This does both and already makes Cyan towers useful (more damage directly), but Cyan traps would be less useful unless it was reversed in some way. Still I think its interesting. The 'Echo' damage concept could work on its own here and just remove healing and regen except by special monsters all together (which is what FBW did anyway) to get the same basic effect. Also also giving gems more then one effect goes against some of the design principles of this game where every gem has one very simple line explaining their power, but there's a lot of complexity hidden behind it. Maybe reduce the monster's maximum hit points based on a percentage function with the traps doing a way higher percentage but the tower making better use of it, since it can actually deal damage.

Third and final is the Black and White gems. First off, I would absolutely change red back into being bloodhound. Looks better thematically and actually fits the name. Second; bloodhound and poolhound aren't bad gem types at all, just very simple and math-heavy. Using both on one gem doesn't really work so you're going to be using black gems on everything that hits a lot, and white on gems in amplifiers or passively. It's also a little complex and difficult to know if adding a white/black gem to a random gem is worth it or not. I can kind of see the point here; these are like base "damage up" gem types, where as the other types of gems have slightly more situational and supportive. For example; you could make a blue/green gem for poison and slowing for a tower, but should you add a white gem? Doing so gives it free damage and stats, but reduces the amount of its specials to poison and slow. BUT poolhound/bloodhound also INCREASE specials of gems it is a component part of as they scale. So is adding a white gem component like free stats or is it worse? If I want to make a mana farming trap, should I add black? Pure orange creates WAY more mana per hit, but black makes it stronger the more hits it makes. I get the idea of black gems kind of being like an "investment", something you make early to farm hits on for late game, where as other gems you can make fresh and use as you need- a reason I disliked the FBW change of making all gems stronger with experience. It's just less intuitive then it should be.

My other issue with gems of these colors, especially white gems, is because of half the appeal of this game. With a game with this many recursive and infinite growth systems; I really really like the idea of taking a powerful high-grade gem and just adding extra small gems into it. Maybe you find them by breaking open containers of the map, or you need just a little bit more damage or armor-piercing, so you just form a random grade 4 gem to mix with your grade 12 omega kill gem to boost its stats a little. You spend mana and time (gem takes time to resocket) in order to get a small power boost. My issue here is I don't actually think the game works this way and poolhound does the exact same thing with less drawback (don't have to spend any mana), which is one of the reasons why I dislike it. I feel like a core idea of the game is how modular and customizable your gems are, how they all combine into each other to become more powerful and beautiful, like a crazed gemcutter-wizard-alchemist-artist sort of roleplaying experience. Poolhound just undercuts this idea of slowly refining and improving your gems through incremental improvement because it is already the "passive scaling" gem. Plus I'm pretty sure adding low quality gems and increasing a gem's overall mana cost doesn't necessarily increase its power and may actually dcrease it slightly. Obviously, for a perfect game, this would need to be changed so even a t1 gem added to some uber endgame t20 omega gem still grants it some stats, even if it can only be done fractionally.

How would I amend this? I would remove the Poolhound thing entirely. But I like the idea of having 9 gems and I think the white gems look kind of cool, especially when mixed with other colors. (ALTERNATE- Make it so if you mix all gem colors together the gem goes white or clear and has all its specials deleted to be the cool "pure stats" gem as listed in the high mixture gem concept above) 

So instead I would have the white gems be "Charging" gem types. Basically they're an econ gem, like the orange gem, but instead of mana it generates charge for things. Every hit very slightly gives you energy for your battlefield spells; freeze, curse, tower enhancement spells, etc. Obviously this has a huge capacity to be broken, so the charge power would have to be limited some way; maybe it can only "overcharge" a spell once its already ready, giving a strategic layer of waiting to cast your spells when they're ready to go to build up a buffer so they recharge faster next use, or maybe they just have a hard limit of how much charge they can generate, like 15% total spell charging points per minute of game time, meaning it can help you get your spells out a little faster but you can't just farm infinite spells with the white gems. This would also be extra cool for FBW, because in that game there are new buildings and mechanics like Pylons. In that game, towers shoot at pylons when no enemies are nearby and the pylon will eventually gain a charged shot that deals a ton of damage- basically being a type of building that "stores" damage. White gems could be extra good at charging these. The other idea? Make white gems the banishment gem. Each hit reduces the amount of mana it takes to banish a monster up to a certain amount, essentially being a way to save mana as opposed to gain more. Once again, this would make trap versions of the gem much more useful and giving limited usability for towers- here I think an Echo damage mechanic would be the best. White gems reduce banishment cost AND deal damage when the monster is banished equal to the strongest hit a white gem did before they were banished. Then white towers and white traps basically act as a kind of endgame protection and "life generator" type of build and useful for super long endurance runs which is kind of their intended use already.

Anyways, despite all this whining, Gemcraft is already a great series of games and if you like tower defense games with lots of content, then you should check them out.

Wednesday, November 2, 2022

Superhero Street Crime Generator


 

#

Crime

Culprits

1

Robbery

Street Criminals

2

Assault / Mugging

Mobsters

3

Kidnapping

Lunatics

4

Arson / Vandalism

Ninjas

5

Espionage / Fraud / Hacking

Robots / Minions

6

Terrorism / Hero-Trap

Supervillain


#

Target

1

Government Authority (Police Station, Monument, Elected Official)

2

Multinational Conglomerate (Server-Farm, Offices, Chairman)

3

City Services (Fire Dept., Bridge, Blue-Collar Workers)

4

Big Money (Bank, Vault, White-Collar Workers)

5

Scientific Community (Laboratory, Power-Station, Interns)

6

Esoteric (Antique-Shop, Old Statue, Aged Librarian)

7

Locals (Cafe, Park, Random Civilians)

8

True Victims (Orphanage, Heritage Site, Humanitarian Figure)

9

Superhero Related (Friend, Secret Identity, Love-Interest)

10

Part of a Larger Plot or Mystery


#

Criminals are...

1

Focused & Well Prepared

2

Well Prepared

3

Focused

4

Extra Belligerent

5

Nervous or Desperate

6

Unaware


#

Scene Complication

1

This is a Distraction (Roll for the real Crime)

2

Extra Hostages or Bystanders

3

Collateral Damage (Weapons or Events)

4

Inclement Weather / Bad Luck / You're Late

5

Rival or Henchman Interrupts

6

Superpower failure / Out of Ammo / Kryptonite

I also made a much nicer PDF version you can find here.