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GemCraft 2 first screenshot + Happy holidays!

A small holiday gift: Here is the very first screenshot of the upcoming GemCraft chapter 2! Continue reading

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Why GemCraft 2 will not use the new Stage3D API

First of all, a great thanks to all of you who sent me your wishes and suggestions for GC2! There were many great ideas worth adding to either the upcoming sequel or a later chapter. More details on the new features of GC2 will come in a later post as soon as I have screenshots to show how they’ll look and work.

I wanted this post to bring good news about how lightning fast GC2 will be, with the new Stage3D API introduced in the recently released Flash Player 11, but my test results were quite disappointing. Continue reading

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GemCraft chapter 2: Chasing Shadows – development started

Hey Everyone,

First of all, a big thanks to all of you who bought the Premium Edition of GemCraft Labyrinth, supporting us and thus the making of our future games.
Also thank you for all the feedback you sent me about GCL, and for the ideas, wishes and suggestions for the future GC titles, especially GC2.

Speaking of which, the development of “GemCraft chapter 2: Chasing Shadows” has officially started today (the 1st of the month, and a Monday). Of course it’s not entirely true, as gathering and thinking over the ideas for the game was started some time ago, some of the ideas being in the plans for years (retreating to a prequel and a side-chapter was partly because I was afraid of making the sequel disappointing, but now I think it’s time already), but so far the game is still only a pile of ideas, and I can start working on the game full time only from now on. With starting on the 1st of August, it will be also easier to track how many months will pass until release.

This game will be a solo project, my wife (we’re a family-run company with her being the other 50%) is fine but she can’t participate in making this game, and we also don’t plan to work with freelancers or have employees just yet, so it will be just me. If you enjoyed GCL, don’t worry, that was done mostly by me alone too, so GC2 can be expected to be completed in a reasonable amount of time (GCL took 9 months + 3-4 months post-release fixing (the latter not full time though)).
Release date? No way, thanks, I learned the lesson from my biggest mistake, promising deadlines to you (just as to myself) that all turned out to be false… It will be released when it’s ready.

It’s good to see that flash games are getting better and better (two games have a score of 9.6 on Armor Games at the moment), but it also means I’ll have to try my best to make GC2 meet the high expectations. GCL also had many flaws that have to be avoided this time.
I’ll start putting up screen shots when the game gets there (not in the next few months, remember, development just started today :-) and many parts of the game will be rewritten), and later maybe videos too, as well as sharing more and more info about the game as it gets closed to being released.

A final call to players: if there’s something you’d really wish to see in GC2, or anything that was so annoying in GCL or the earlier chapters that you definitely wouldn’t want to see it, please let me know via email, and I’ll see what I can do about it. Thank you in advance for helping making GC2 better!

p.s.: There is a Help section on this site, but it’s empty since like last year… I’ll write about the things asked by most players there soon. Topics will include lost saved games, and transferring GCL licenses.

p.p.s.: GC1 and GC0 are now ad-free on our site. Some of the ads crashed the games, so we discussed it with Armor Games and decided to remove the ads.

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GC Labyrinth final update: v.1.17

Ok, this is the last one. There are still some minor bugs and features asked for but not fulfilled, but anything from now on will be left to be considered for GC2.

So, unless there is some major bug (that makes the game unplayable) in this version, there will be no more updates.

Here is the list of fixes & changes for GC Labyrinth v.1.17:

-ctrl-click on a wave stone to send all remaining waves
-fixed preloader (less “black screen” preloading)
-victory screen info panels not appearing fixed
-”construction” skill description clarified (it affects shrines too)
-”Activate shrine with grade 7 gem” was possible to do with a grade 6 gem
-”Build 5 amplifiers” and “Build 10 towers” amulet looks synced
-Upgrading is now disabled when in gem bombing mode
-fixed auto-extend mana pool vs wild gem refund issue
-”Win a battle with no more than 2 gems at any time…” amulet description clarified

I still have the pile of emails to go through, but after that it’s already time to move on to
GemCraft chapter 2!

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Latest news on GCL

First of all, a few weeks ago, GemCraft Labyrinth has gone global! Continue reading

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GC Labyrinth update: v.1.14

The last build before the game goes global – get ready to play GCL on Kongregate, Newgrounds, or any site that features GamerSafe / MochiCoins / Heyzap games – coming next week!

Fixes & changes in GCL v.1.14: Continue reading

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GemCraft for iPhone released!

GemCraft has finally arrived to the iPhone!

Continue reading

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GCL update: v.1.13

I’ve made a new build last weekend that fixes some serious flaws of 1.12, as well as some old tenacious issues. Continue reading
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GCL update: v.1.12

A new version of GemCraft Labyrinth is up again at Armor Games.
Still more bugfixes to come later.
Changes and fixes in GCL v.1.12:
fixes:
-shadows no longer spawn monsters at closed areas, which caused the game to crash
-7×700 kills amulet wasn’t awarded with cloned gems
-towers with gems set to “Structure” priority, when no structure was around, fired at “Fewest hp” monsters instead of the new default “Nearest to orb”.
-typo: “Win 500 battles” amulet is “Win 400 battles” correctly.
-clarification: “unlimited” -> “endurance” (ok, ok, it’s only 1337 waves)
-amulets, after viewing in 3d, became blurry and larger
-hopefully solved the problem with the login widget not disappearing, or reappearing when pressing tab or space
-auto-extend mana pool fired the spell only after the mana pool became full, resulting in mana loss (the overfill was discarded)
-”reach x mana” challenge amulets weren’t always awarded if the mana was higher than the req only for a moment
nerfs & buffs:
-epic stages now have a summon multiplier limit of 50 (to avoid the infinity glitch or making astronomical multipliers with monsters summoned, but not killed)
-ritual skill now gives 1 mana per 25 battle amulets at first level, can be upgraded to 1 per 5.
-”Waves getting stronger faster” setting has a much higher monster hp cap ( 9,999,999,999,999 instead of 3,333,333,333), but gives x1.55 instead of 1.36, and also gives +0.05x endurance multiplier for each wave beaten, if used together with Endurance mode.
-”Higher monster armor” setting: xp multiplier x1.10 -> x1.24, greatly increases armor for higher waves
-shrines get more expensive fast (price multiplier: 2.35) (to discourage placing 30 shrines in one stage)
-”banished monsters heal” setting heals 50% instead of the old 25%, xp multiplier  x1.05 -> x1.09
-”Banishment cost extra increase” setting: xp multiplier x1.08 -> x1.15, base banishment cost ratio (banishment cost / mana gain for kill) increases gradually towards higher waves
-shrine initial sweep now takes 2% per gem grade, can be upgraded to 3% with the Powerful shrines skill
-shrine initial sweep hp ratio taken limited to 90%
new features:
-press U to “upgrade” a gem (clone it and combine it with the clone). It’s a quick’n'dirty solution based on cloning, but it works.
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GC Labyrinth update: v.1.11

Hey Everyone,
A new update for gemCraft Labyrinth is up on Armor Games! Continue reading
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