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Wingbeat Studios
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Well, I didn't actually lower their damage, I only lowered their spawn frequency. If you're still having trouble advancing, lemme share a couple tips:
- Instead of going for large groups of the same color, focus solely on making as many single rows of 3 as possible of different colors. This increases the color damage multiplier by a lot; just 4 different triplets will already bump your damage up to 1000 (1200 with Robust Quercus equipped).
- If you do opt for making larger links, try going for X, L, or T-shapes, as they're rather easy to make without disturbing any other gem combinations you may already have on the Gem Tray. Trying to connect ALL gems of a single color on the tray should only be done if you require a huge bolt to deal splash damage, but keep in mind that you likely won't have any gems of that color in the Gem Tray anymore after calling that bolt down.
- If you're playing with the Furious Fuchsia jewel, save the ability up to destroy the high HP tank units (Frugards, Frustems and Fruborts). If Fruquark shields are bothering you too much, consider using the Icy Indigo jewel, as its freeze ability temporarily removes them.
- Try starting a dummy game one time just to experiment with matching gems and trying out different combinations, or to see just how strong of a bolt you can create! It may take a minute or two, but you can end up with 3000+ intensity bolts! (possibly even higher with Splendent Silverfir if you want to go that route, although it's not really a beginner-friendly staff)
Hope this helps a bit! Good luck!
Believe me, you're not doing anything wrong - the difficulty of the game is still a bit too high. Although the reception has been generally positive so far (thanks!), the one common denominator among them has been that people get stuck on waves 4-8, which... tends to scare them away from playing for good, blocking them from evolving as a player.
So, considering a heavy rebalance is due, I've nerfed enemy spawn rates by a little over 20% after reading your comment. Hopefully the game will be a bit more forgiving now!
Thanks Tzin! I honestly didn't expect anywhere close to this kind of passionate feedback right off the bat! Glad to know you like it this much! But part of the credit has to go to Luke for giving me several ideas that vastly improved the element of "satisfaction" e.g. the colored floors and fursuiters (my first idea was a speech bubble with a number above their heads telling you their destination floor, and the floors were all a drab yellow color, and the elevator originally moved slow as heck so it wasn't originally as fast-paced!)