Of course, a good chunk of that time is going to be spent choking back a big, heaping helping of grind. Before you sink a few dozen skill points into them, early mana cost for building towers and creating gems are so high that the farther you get, the more unlikely you are to win a level on the first go unless you go back and replay the others to get more experience first. Gemcraft labyrinth strategy guide series#įor some people, this is just how the GemCraft series is, and we don't really question it we enjoy the gameplay enough that it doesn't really bother us (. ) and we just take it as a given we're going to have to do it. But for other players, the initial need to grind out levels smacks of far too much repetition to be worth it, and we can hardly begrudge them for it. In most stages, careful manipulation of the map winds up being the key to victory while slapping down towers and gems without planning is the key to shameful failure. ![]() The addition of walls is a welcome one, allowing you to block off more direct routes and force monsters down longer pathways that you can line with traps and towers.
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