Gem Tower Defense

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216 ✦ 2026-09-04 20:18:12 (edited)General
That bot simulation is strange; enemies dying even outside of towers range. it looks like enemies die in 2 hits no matter if there are chipped or perfect gems and what lvl it is. Can't click on enemies to check hp. those stronger enemies are felling same weak... on bot side Bugs: sometimes r is not working, sometiems its laggy/low fps, sometiems huge delay before 1st mob come Possible issues with pvp: waiting , not only to find opponent, but also for moves. I often afk while playing GTD. Also i often reset game in early lvls, while in battle its not possible - forcing to take useless chipped gem(s) may be frustrating. Generally early game RNG may be issue for pvp competition, especially with slates. Also, it must be more clear what stats the sended enemies will have, because we don't want to waste gold on something that do not have any chance to leak anyway Also rules are unclear: enemies limit not displayed, gold possible to spend on enemies - i thought it was 40%, started new and only 25% was possible to spend
Peter ✦ 2026-09-04 06:15:07 (edited)General
@216 @TTJ @tony_nguyen Welcome to the experiment I am calling Gem Battle. Take a look under Seasons, you should see a new card "Battle". I would suggest trying to play against a Bot first before another human now. The Battle Comment Tag is only visible to us 4. Please keep it between ourselves for now as there is still lots of testing to do.
Peter ✦ 2026-09-04 04:35:02Season
@tony_nguyen Sorry about that... I hit the wrong button... One moment if you were affected, I am correcting it right now.
tony_nguyen ✦ 2026-09-04 04:19:41General
Hi @Peter, it looks like the web version has roll back to previous version.
Peter ✦ 2026-09-03 23:38:09Season
@tony_nguyen No need to apology. Thanks for playing! @216 @tony_nguyen @TTJ Btw... I have a surprise. Check your profiles later today to unlock something very experimental. We will need more testers as well so anyone interested in testing an experimental mode of Gem TD, please post here and I'll add you.
tony_nguyen ✦ 2026-09-03 23:17:23Season
@Peter Thanks for the detailed explanation. I completely understand your point about keeping the playing field fair for everyone now. I also want to apologize for my reaction—I should have been more understanding of the adjustments and effort you’re putting into balancing the game.
Peter ✦ 2026-09-03 15:16:10General
@tony_nguyen Sorry that was a bug. Ultimately to be eligible for the Season 2 badges, we want it to be a fair playing field and the last 0.44 change was significant enough that @216 should have a more difficult time getting to level 400. Again my apologies season 2 hasn't been handled properly, I should have opened it as "Alpha Testing" to a small group then we could have opened officially once testing was complete.
tony_nguyen ✦ 2026-09-03 11:14:18 (edited)Season
I also saw two options due to my play in 1.0.43 (yesterday). What will happen if I click on start a new run? I will lost all my previous progress?
tony_nguyen ✦ 2026-09-03 06:51:40 (edited)Season
Hi Peter, just to clarify, does this mean every run moving forward will count toward the leaderboard? I also agree that we should shorten the time to close Season 2. After so many fixes and adjustments, continuously resetting the leaderboard is becoming demotivating for active participants.
Peter ✦ 2026-09-03 04:30:15Season
@216 @muellesx You convinced me, I have reset the board after the fix.
muellesx ✦ 2026-09-03 02:53:01General
I think a scoreboard reset is necessary. The strategy I used to reach 364 will absolutely not work now.
216 ✦ 2026-09-03 01:03:51 (edited)Season
Well, if that bug had major impact on my score (possible to simulate i guess), then i think its needs to be disqualificated. I was leaking mostly 0, sometimes 1 in last ~10 flying wawes. Only 1 month for s2? s3 rather won't be ready for october. Also, many players are not active now, why not give them more time.
Peter ✦ 2026-09-03 00:30:15Season
@216 Fixed, I won't reset the scores for Season 2.
216 ✦ 2026-09-02 15:48:05 (edited)Season
I afraid there is a bug with repetable grounding same flyers - noticed new affect apllied before even old ended. lvl 400 on first official run... Surrendered before boss 400 to show map Shared Gem Tower Defense game image Another bug with button/text visible here
216 ✦ 2026-09-02 10:46:38Season
I understand no gameplay changes, but why no cosmetic/QoL? I was intentionally focused only on gameplay feedback before. Now the only way to see (color) damage table is old GTD wiki (and code inspection)
Peter ✦ 2026-09-02 04:48:37General
@muellesx Yes no more changes for Season 2. @216 Yes those are good suggestions, I'll incorporate them into Season 3.
muellesx ✦ 2026-09-02 03:32:13 (edited)Season
Now that the season has started, I'd say we need to limit changes to either QoL or diagnostic/display
216 ✦ 2026-09-02 01:51:53Season
@Peter i realized those things before. But its not fully explaination of the extra chances algorithm - how normal rolls works while its active - what is the chance of not olny for Perfect, but also Flawless / Normal / flawed of target type? (depends of pity ofc) - is the chance same for every of 5 gems? I realized also, when repicking after getting targetted perfect ( on pity 0) and using extra chances again, then Perfect gem appear on same gem again. I prefer to know chance per gem than per 5 gems, i guess at p0 is ~6%. But how normal roll increase it? its x% for normal roll and y% for target flawed-perfect? - - - - - - - - Some QoL suggestions: - display damage table somewhere, maybe (s2 for now) instructions - display the maze length (during build phase at least); the amount of mistakes by leaving/forgetting about gap in maze (not olny in s2) that i made is my life is incredible. Maybe if length number can change color on huge changes... - allow to scroll towers long descryptions - make current gold more visible on extra chances menu; maybe display gold cost red if can't afford
Peter ✦ 2026-09-01 14:13:00General
@MrHappyGem I sent a password reset email to you. You should be able to change your password after clicking the link in the email.
MyHappyGem 2026-09-01 10:26:19General
Hi There, I can't remember my password and can't see how to reset it thanks for your help Rob
Peter ✦ 2026-09-01 06:08:04Season
Extra Chance has some hidden carryover: - A miss builds pity for later attempts, even if you change targets. - A success reduces pity rather than always clearing it. - Unused pity slowly decreases each round. - For Perfect gems, the displayed percentage is the chance of getting at least one targeted Perfect. - For Slates, the percentage only means that at least one gem is influenced—not that the full slate recipe is guaranteed. Downgrading can also let you create the slate while the system still records a miss. I agree it is confusing, but I’ll leave Season 2 unchanged and simplify it for Season 3.
216 ✦ 2026-09-01 02:29:03Season
I'm also curious how exacly extra chances works. What will happen to season 1 now (and generally to seasons after end) ? - - - - - - - Some final testing feedback: generally it's nice, fell balanced and challenging... for now. But i predict when we optimize our strategies, lvl 400 scores will start to appear on the leaderboard. If someone would reach 351 with 50 lives left then leak average 2 flyers = lvl 400 reached with 2 lives left. It fells doable (not easy, though) - already passed 350, while still adapting to new towers. Because competition is more fun about reaching highest lvl than getting few more points on lvl 400, I think bringing back 3-lives leaks at some point (maybe 301, maybe later?) is good idea. Furthermore, wawes near the end (starting around 380) can be even harder - 4,5,6,... lives per leak, maybe little more speed, maybe something else ? Of course that is just a suggestion, i prefer harder tier 4 with nearly impossible to reach max lvl
muellesx ✦ 2026-08-31 20:11:35Season
I'm not sure that I really understand the extra chance mechanic. What I think is happening is you are given a pity boost if you miss and that boost is residual. If I'm always looking for the same gem, then that's great (literally), but I'm looking for a range of targets, it gets in the way. I love the idea of the extra chance system. It gives you levers to pull to guide the RNG toward your preferred strategy. I just wish the invisible residual factors were gone and that the algorithm was opaque. Slate-focused extra chances are pretty broken too. You can continually "miss" the target slate while actually acquiring them through downgrades. The problem with that is you'll eventually crank it up to 100% - which isn't a good thing - it starts throwing a bunch of perfect gems at you and you have to lay off for a while so that the chances are reasonable again. Don't take this as "Extra chance is broken, replace it". I like it. Just needs a few tweaks.
muellesx ✦ 2026-08-31 18:52:26Season
What will happen to in-progress games when the scoreboard resets?
216 ✦ 2026-08-31 01:58:12Season
S2 fells quite nice now, thanks. I was afraid that flamestrikes got buffed too much, but my observations didn't confirm it so far. However, the tier 3 difficuly dropped slightly - 1 more enemy would get it back. If 151-199 part (which is too easy) had 17 enemies, then it would be smooth increase 2 per 50 lvls: 15/17/19/21/23/25 Suprisingly, no leaks in lvl 250 Tier 4 - no longer fells impossible; 3-lives leaks can be considered to be back (starting from any point in tier 4) , depending of desired difficulty . I afraid reaching 400 won't be hard enough. I'm still far from optimal strategies. Grounding abilities makes stun towers viable in places they wasn't before, including bottom left corner. It's hard to predict now if tier 4 is hard enough or not.
Peter ✦ 2026-08-29 20:12:35Season
@216: More adjustments: Emerald gains 15% chance for 4× critical damage. * Miasma clouds and Flame Strikes inherit nearby damage auras. * Tier 3 waves progress from 18 to 20 enemies. * Tier 4 waves progress from 23 to 25 enemies.
216 ✦ 2026-08-29 16:38:00 (edited)Season
Thanks for some fixes, but Miasma need something serious, not minor change vs boss - I suggested before to give it EE's crit (15% for x4), which means x1.45 average dmg. Cloud effect is also weak. There must be a reason of sacrificing EE and GE. Flamestrikes - this mechanic is serious olny on stunned targets. The wider range give hope of affecting sometimes 2 close stunned flyers, but the general problem was not benefing form new dmg buffs (viper) - its dmg stays, while all direct dmg and enemy hp goes up. Tier 4 needs more testing, but is possible to split it in 2 parts? Maybe 301-350 only 22 or 23 enemies, then 351-399 full 25 (might be reduced, need tests) Similar change can be considered for tier 3, as some players complained on huge jump The problem with testing tier 4 is time - was over 50000 ticks at lvl 300
Peter ✦ 2026-08-29 14:29:11Season
@216 Sorry I didn't understand your recommendation for lives but now I believe I fixed it as you suggested: Protected progressed saves from silent replacement. Tiered leak costs: 1 / 2 / 2. Tier-four flyers spawn every 400 ms. Stagger recovery replaces permanent stun immunity. Stronger Jade income and per-tier Repick pricing. Viper, Ancient Slate, ABS, Miasma, Diamond Trapper, and Colossus adjustments.
216 ✦ 2026-08-29 01:15:22Season
Save issue - closing game during wawe causing save to be lost. No more 2-lives leaks... so one of main s2 concepts is abandoned? Tier 3 keeps difficulty on decent level. However running out of lives takes quite long now - the pre-200 gold allows to buy only about 150 lives - but if no leaks before 200, then is possible to leak 5 every air lvl and all grounds in 250 - still lvl 300 will be reached. In practice i lost 20-30 lives before 200, then 5-6 air leaks at early tier 3, then average 3-4 . 15 leaks in 250. Was going to lose around 320 (if no save issue). tier 4 - leaking 7-8 flyers here. I don't think is possible to stop all. But if reduced tier 3 leaks to minimum, i believe there will be enough lives to reach 400. It fells hard to do, though. So, game is *somehow* balanced, but not in way i imagined it - more leaks allowed, but unstoppable tier 4 cause its needed to save as many as possible lives for it. I liked 2 lives cost leaks, i meant to remove price multiplier only, sorry if it was a missunderstanding (but tier 4 now is too hard for multi lives cost, tbh) Other possible missunderstanding - i meant stun immune wawes are unbalanced , not there was too many of them. Maybe reduce minimum speed of them a little? Unless they are intended just to lose some lives. >>Economy still based on pre-200 gold. Jades do a little after now, but its still not enough (income per wawe drops from 20k-30k to 3-4k). Also repicks fells just too expensive (after 200) >>other random feedback 1. Viper Slate - could be buffed little more, but let say its acceptable now - with 60 kills at lvl 40 it can grow to 100 kills before lvl 200. Why viper+BO+SYS total buff is capped at 100% , while 50+40+5 is 95 ? (in s3 it's different story). Btw, viper aura after soft cap grows really slowly. 2. Ancient Slate - kills after 100 fells wasted. Also that stun effect needs more explaination. 3. ABS - flamestrikes might need little buff in s2 4. Boss 300 - maybe need little more control resistance. Diamond damage no longer so important, GAs helps much. Why Diamond Trapper crit got nerfed (i know it was 20% for x5)? 5. Will Miasma get some buff?
Peter ✦ 2026-08-27 05:00:39Season
@216 Check the latest update, the revert from season 3 caused some of the fixes to be lost.
216 ✦ 2026-08-27 00:11:56Season
@ Peter Bug: got another Uber Stone... and.. its fully pre-nerf version 1. Please apply Uber nerf also to classic - its as strong as it may be not fun (idk if anyone ever got it in classic) 2. Maybe its just flaw of pseudo-random number generators, but i fell the RNG is little favorizing amethyst 3. Is possible to determine from seed/verify that rolls somehow? I still don't believe that Extra Chances fully stops after 2 hits.
216 ✦ 2026-08-26 22:02:06General
Speaking of lives, there is 1 more question that i always wanted to discuss (related to classic, but affects seasons as well) >> the starting amount of lives Back in flash version we had 9. However leaking a early game flyer - lvl 16 was costing (already) 5 lives , making them effective as 2 lives. In JS version we start with 10 lives. In addition buying first ~7 lives is really cheap, allowing some early game mistakes (still worth to reset after early leaks, but many players continue with inefficient build, leading to loss in ~50) I seriously think the starting lives should be reduced to maybe 3 (?), as it should be more obvious that we are not supposed to leak before 44. It will also affect later game difficulty, by little. @Peter increasing live cost at 201 do not prevent it, jades change do it. In fact it's now needed to accumulate gold (and 50 lives) before 200 to use any repicks after. Life cost is escalating so quickly that with extra multpier or without it is matter of 20-30 lives (which is very few air lvls with few lekas each)
Peter ✦ 2026-08-26 21:22:49Season
@216 I was trying to prevent players from accumulating so much gold that it was no longer relevant.
216 ✦ 2026-08-26 21:05:49Season
@Peter I think s2 will be ready on early Septebmer, but not sure if on 1st Enemies difficulty in tier 3 looks nice - avoid major changes. But no idea about tier 4 yet. However i don't like the economy. Completing lvl 201 awards only 409 gold + 25x20 + maximum of 105x20 form infinite jades. so ~3k max, in practice about 2k per lvl. Becasue cost of most actions is multipited by 3 , 2k is nothing - at this point repicks cost ussually 5-20k (life cost can be way more) , we have to rely on gold earned before lvl 200 (which is about 1 million if reasonable amount of jades). Kill-only bonus gold should be WAY higher to make it serious mechanic Please tell why multipling life cost by leak cost is active again - i explained why i hate that, i thought we all agree with it.
Peter ✦ 2026-08-26 16:49:17Season
@216 i am aiming to official start Season 2 September 1st, do you think we are in a good spot now?
216 ✦ 2026-08-25 20:18:08General
@Peter Did you noticed my edit about s3 tag? Mixing s2 and s3 comments is not a good idea, waiting with my s3 feedback now
Peter ✦ 2026-08-25 00:29:53 (edited)Season
@216 Should be fixed now
216 ✦ 2026-08-24 20:00:24Season
Bug found: Killing group of enemies by Wraith mark explosions do not reward proper amount of gold. Similar once happened (likely) by early BS (got before 15) aoe
216 ✦ 2026-08-24 14:23:27 (edited)Season
Thanks for edit option! But update with slate confirmations didn't go well.. (maybe its no needed at all or only to viper slate). Start preference do nothing. Suggestion for comments: separate s3 and s2 comments from general/classic somehow; if not different place for them, then maybe an option to tag comment as "S2" / "S3" (+different colors) and optonally filter out/show only chosen tag(s)? Not sure which option is better, but if ppl will commenting s2 and s3 at same time, it may be too chaotic, especially for those who want classic disscussion ----------------- EDIT: Tags looks nice, but specyfic Season 3 tag will be really needed for alpha test discussion. S3 alpha comments should be visible olny to players that opt-in s3 alpha test (and dev)
Peter ✦ 2026-08-24 04:21:10Season
@216 alright 1.0.36 released for season 2, give it a try
216 ✦ 2026-08-24 01:02:41Season
i meant tier 3* is unbalanced (shame no edit option)
216 ✦ 2026-08-24 00:59:52 (edited)Season
Haha, i didn't mean to start s3 now... but restoring .33 makes sense and those new mechanics can be placed in s3, as lack of extra chances is huge difference. I would say s2 is still beta - tier 3 and stun immune wawe are completly unbalanced in .33 assuming .35 become s3 i would say its alpha - its really not ready Season 2 was sheduled to start in september? i guess no need to rush with s3, balance s2 and some classic changes are more important
Peter ✦ 2026-08-24 00:12:10Season
@216 Yes you are right. Let’s do this. I’ll restore .33 as season 2 because it is very difficult and then .35 an be the beta test for season 3?
216 ✦ 2026-08-23 23:31:57Season
Actually noticed the new version and already found game breaking bug - finished lvl 15 and... lvl 23 !? The .35 changes are so huge as I fell its season 3. While it is not even s2 v1.1 :) Tempering looks very interesting, but its so far from classic game. I guess it will take some time to balance all of it.
Peter ✦ 2026-08-23 23:17:14Season
@216 I just released .35 for season 2 and it has some major changes, I didn’t like how extra chances work so I removed it and replaced it with gem contracts and the boss spells are now acquired by purchasing them as well as multitude of other buffs. I decided to include the concept of Gem Tempering which are gold purchased rank upgrades to the towers, the idea being it is up to you as the player to determine which towers to upgrade and which buffs to purchase.
216 ✦ 2026-08-23 22:40:27Season
2 million hp at 201, 2.5 million at 222 (about twice as before) ... Could You keep the exponential hp growth away from GTD, please? (maybe just slow linear increase to x1.5 multiplier?) In fact difficuly in tier 2 was interesting, was leaking few flyers (3-4 just after 100 then 1-2 near 200) and surely there were ways to optimize it little more. Only problem was time of dealing with wawes near 200. tier 3 - ocassional ground leaks (!). But could be better propared. However that 2-3 leaked dwarves weren't reason of lose - of course additional 5 flyers resulted with extra 5 leaks; 6-7 instead 1-2, which drained me fast from 50 lives and 1 million gold stored. Sadly lost just before stun immune wawe, but i predict 20-30 lives lost - no way to deal with so much hp without stuns. I liked wawes 250, 350 before - challenging but ussually i didnt leak after some preparation. Undocumented nerf - jades gold: level/2 + 5 -> level/4 + 5 Anyway, i generated over 1 million gold by lvl 200 due to more hp (takes longer = more hits), Sadly, from 201 jades production drops thousands times. And we need a lot gold at tier 3 - single repick is ussually around 10k, life often even more >> Other important feedback: - Elder slate -7 armor debuff replacing EG's -8 one - Viper slate - absurd low dmg, it literally need x2 (maybe even x4) buff. The point is not to make it a good damage tower, but it allow it to gain any kills. Now the olny reasonable strategy is hunt for early range/ damage slate and wait with making stronger towers, then combining them at lvl 40. If less than ~80 kills - rather reset. Once missclicked and combined then too early (ofc another reset) -Could starting gem preference be saved to account? -Its written that boss 300 removes wraith marks on shifts. Do they do anything but explosion on DEATH? if no, then removing them is nonsense and writting about it is only confusing
Peter ✦ 2026-08-23 01:15:59Season
@216 Yes I increased the difficulty a fair bit as I have a proper simulator now, so please try to reach the highest level and then I'll be able to dial down the difficult.
216 ✦ 2026-08-22 21:06:05Season
Looking at those s2 changes... a "little" overreacion :) At least making game easier do not require reset. That 15% for x4 crit wasnt inteded for Miasma? The crit of Trapper was balanced (anyway diamonds do nothing untill boss 300 phase 2) Also why lives cost x2 x3 is back? the problem wasnt too cheap lives, but no leaks (almost) at all. leakig 1-2 flyer at tier 4 was already deadly. We don't want to be punished for forgetting maxing lives before 200. Hp/armor buff.. maybe needed, but there is little problem - game fells too slow already without. But maybe no, because we will lose faster :) Speed buffs do better at diffuculy increase.
216 ✦ 2026-08-22 18:55:50Classic
@Peter The aura bug fix definitelly should be applied to classic. The damage table and Uber nerf likely too. Great gems rebalance needs more discussion (the new mechanics should not be in classic IMO). The thing i really wish it was in classic is the 6th difficulty - like Survival but with 2 and 3 lives cost at 201/301 and extra enemies (but not by 5 at once, 1 every 50-60 lvls starting somewhere at 110 -180)
Peter ✦ 2026-08-22 17:42:32Classic
@ttj @wgw I am planning to bring some of the fixes to classic that we have solved in season 2. I just don’t want to mess up classic again.
TTJ ✦ 2026-08-22 17:25:11Classic
@Peter I appreciate your concern, but I don't mind at all. @WGW Thanks! It was fun chasing your high scores in classic. I don't miss all the times my laptop crashed past level 1200. The current version is much better.
Peter ✦ 2026-08-22 14:49:29Season
@216 @ttj I'm working on improving the game simulator I have to ensure that we have a smoother process of making balance changes as we are getting to the point in season 2 that small changes as I did drastically change how easy the season is or not. Unfortunately we will definitely need a reset again.
216 ✦ 2026-08-22 10:25:49Season
@Parson I meant 400 LONG runs, ~100 000 extra chances uses. Not possible to chase basicly. Also look at poll (scroll 40 comments below) - you can vote for removing, but read option 3 before. Uranium - not strong, but no longer waste, helps keeping enemies at minimum speed(and slow bosses now). However the range od slow aura is still 64 for both version. it likely should ignore armor also. Malachite - it's strong starting gem. No worth building another, but the first one can get stronger than you can think. Likely the (Mighty) Malachite should be even little nerfed - for those who don't know it got bufed in 2021: cooldown 500/500/550 -> 350/350/350. One more thing: it attack "all" targets, which actually means 10 Star ruby : yes, its trash
Parson ✦ 2026-08-22 08:33:52Season
and another question. Diamond trapper has brought back one of the towers that was useless. I believe there other three - uranium, star, malachite, that are a waste of turn and space. Is there a plan to boost them? Or I am losing something about these towers?
Parson ✦ 2026-08-22 08:24:37Season
I would vote fore removing. The reasoning - if it is as impalancing, as it was in classic, the whole game becomes a chase for it. 400 runs means you restart and restart the game at level 60-80, until you get what you want. Current gameplay is really good for exploring new technics, balances and combos. No need to have a rare case that is sole reason to play
216 ✦ 2026-08-21 23:33:44 (edited)Season
Removing Uber would be dissapointing for some players - most players have never seen it. Also, the chances are as low as it shouldn't be problem - if chance to get targetted perfect gem/roll is p, Uber chance should be: p^2 / 2160 + p*(1-p)*2 * p / 6400 Maybe i don't understand extra chances too well, but the event of 2 same perfects in first 3 gems happends only several times per long run - and i use extra chances much. That mean Uber should appear once every 200-400 long runs, but i afraid the 3rd perfect is not properly rolling. Also, Uber icons are gone; please add it for s1/classic too
Peter ✦ 2026-08-21 21:17:12Season
@216 @muellesx Thanks for the feedback, I'm actually using a game simulator to run through your suggested changes. I do think we should just remove the Uber stone from Season 2 competitive play.
muellesx ✦ 2026-08-21 02:30:51Season
My beta testing feedback on Season 2 (in no particular order): 1. Difficulty (# of spawn, speeds, costs, everything) should scale evenly (not necessarily linearly) and not jump by tiers. 2. Tower/Enemy info panel needs work. - Please show us DPS rather than (or in addition to) speed and damage. I don't like doing math. - Show us health percentages, not long numbers. A health bar perhaps? - Show the effects that are currently affecting the tower/mob - Move the yellow alert messages somewhere else so we can read them - Increase the height to accommodate longer descriptions. 3. New diamond tower is very powerful yet can lead to leaks if relied on too heavily. I actually think it's balanced. 4. Here's a proposal - and it's radical: Take away purchased retries altogether and instead earn a free one every time you clear a level without losses. Understanding that this will reduce flexibility to keep unwanted gems off the maps in later stages, make another change to add more flexibility: if gems can be combined, allow combination but leave the other gems on the board and allow continued combinations. Lastly, allow retries to also be spent to remove a tower or gem. 5. The new emerald tower is underpowered and I haven't wanted to use it beyond a bit of testing 6. The new sapphire tower is good-ish.. but since it overlaps function with the diamond one (which does everything better), it's a dud. 7. A warning might be nice if you're about to create an uber. I was careful, but one presented itself to me on level 200+ and I would hate to accidentally accept it and try to compete against must earlier ubers. 8. I would like the option for my first roll to be fully random 9. Many towers state that their actions use "Mana". What does this mean? With no means to affect or even view a tower's mana, it seems no different than a timed action to me. Just curious. 10. I'm completely lost regarding the extra-chance algorithm. Seems overly complex. 11. LAJ drop-off is crazy. But I guess if you fix re-picks then it's a non-issue. If you do then LAJ needs to be nerfed. I found in my last run that 4 of them will almost fund a careful trip to level 400 (!) 12. It seems reasonable to allow slate combines and moves prior to the start of a level rather than after. That's all I can think of now. Amazing work @Peter!
216 ✦ 2026-08-21 01:17:38Season
The difficulty drop by new towers/bosses changes is insane. Tier 1 - very easy Boss 100 - easy. Was ok before. Tier 2 - here difficulty jumps singnificanlty, causing me to leak few flyers just after 100 (not optimized new towers strategy yet), but quickly getting easier each diamond trapper/important tower added. Boss 200 - medium dif. Forgetting about Elder slates wasn't a problem. Tier 3 - suprisingly easy, 2 air leaks total maybe, due to preparation for boss 200 (GAs) and decent amount of Trappers. Boss 300 - medium , too easy for that point Tier 4 - maybe hard, but still too easy for that point - despite lose in 388 (many kind of mistakes). This tier should be really hard and reaching 400 should be unusuall. Diamond trapper effect fells really strong. However noticed that sometimes grounded flyers were going to exit, ignoring chekpoints (then turn back after the effect ends) Sapphire Knight - same base dps as SYS (225, meh ), but strong control effect. Need more testing here. Miasma - dissapoitning, direct dps not so high (comparable to EG), if it retain EE's x4 crits it will be interesting. Cloud effect - weak, much weaker than flamestrikes... which lost some value due to damage "inflation" (more hp, more dmg buffs, same 100 flame dmg /0.2s unaffected by anything) Btw, realized that info about EE's crit is missing.
Peter ✦ 2026-08-20 22:42:18Season
@Parson Sorry there was a bug that was causing your score to be hidden. Fixed now
Parson ✦ 2026-08-20 18:09:06Season
how do I get scores onto the leaderborad? lost to the boss on l100, but don't see myself on the stats
Peter ✦ 2026-08-19 22:56:07Season
Season 2 mobile UX update: tower placement now stays above or below your finger based on where you first touch the map. Start in the upper half and the tower stays above your finger; start in the lower half and it stays below your finger for the entire drag.
Peter ✦ 2026-08-19 17:59:54Season
@TTJ @SODTAOE @BoxWeasel, apologies for the seven Season 2 scores that were caught one minor version behind and moved to the archive. Thank you for testing and helping improve Season 2. I have fixed the version handling, and the current 1.0.32 leaderboard will not be reset again.
Peter ✦ 2026-08-19 17:40:18Season
@216 The Great Opal / Uber Stone stats disappeared because I changed the game changing gem card to use telemetry and accidentally replaced the separate GO / Uber cards instead of keeping both. It is fixed now: the telemetry selected gem remains, and the GO / Uber stats are shown separately when they were built. The mobile placement problem at the bottom of the map should be fixed now too. The lowest row is reachable again.
216 ✦ 2026-08-19 12:08:28Season
What happened to high scores? - GO/uber stats are gone, some scores are missing. I'm already at home, but checked the mobile version - impossible to place gem at lowest part of the map @fffleo the general mistakes - position of some EEs, especially those 5 on the left - some gems outside of GO aura S2 specific mistakes: - no 2nd wraith slate to cover all gems - no Great Gems with important s2-only functions, like GA and GAq (extra chances helps with geting them) - ancient slate is good alternative of EE for stuns
fffleo ✦ 2026-08-19 09:50:46Season
Hello Everyone. I played season 2 several days. I can't pass 200. Most of time, I only reached around 150. What's wrong of my map? Why the batmans escape more than five? Please let me know, thanks. [url=https://postimg.cc/bsVtfbnn][img]https://i.postimg.cc/bsVtfbnn/ying-mu-xie-qu-hua-mian-2026-08-19-174141.png[/img][/url] https://postimg.cc/bsVtfbnn
Peter ✦ 2026-08-19 04:27:16General
@carlhr the invisible usernames in the comments should be fixed now
CarlHR ✦ 2026-08-19 01:04:53General
Ok. labels are there and they're not transparent. Their color is set to be very close to the dialog header. https://imgur.com/a/RdGIiHw
CarlHR ✦ 2026-08-19 00:56:10General
I forgot to mention I use android and chrome on mobile.
CarlHR ✦ 2026-08-19 00:54:37General
Now that I took a closer look, the interface is weird. This is how it looks like to me: https://imgur.com/a/wfwDSfm Aside from not being able to scroll, I cannot refresh the page, by dragging from the top of the page, to the bottom with touch. Clicking on 'Close', and opening the comments page from Season2 'More -> Comments' button doesn't refresh it either. Usernames do not appear, just their badges. But if I hold the touch over where it should have these labels, it looks like the label is there. Is it transparent?
CarlHR ✦ 2026-08-19 00:41:44General
I got curious and tested it. Mobile UX made this game much more playable on that platform. But I still can't scroll up/down on comments page. I can resize the page, but not scroll.
Peter ✦ 2026-08-18 23:08:51Season
@216 finally improved the Mobile UX for season 2, please give it a try
Parson ✦ 2026-08-18 16:26:26Season
@216 - thanks!
216 ✦ 2026-08-18 09:17:24General
@Parson 2nd slate move costs 500 gold. Elder= poison+spell. @WGW: the frustration with early RNG happens mostly in speedruns attempts. I don't agree that PAq is needed early. But I want at least 2 EGs(3-5 best)before 44. Extra chances mechanic is still not fully clear for me, espec how it affects Flawless chance and normal rolls.
Parson ✦ 2026-08-18 08:33:23Season
another one - i can't combine elder and spell slates. Expected?
Parson ✦ 2026-08-18 07:34:18Season
Hi. Tons of joy from new version, thanks! Question: I see 3 allowed attempts to move slate. I am able to move it once, but not for the second time. How can I do that?
WGW ✦ 2026-08-18 05:25:52Season
Re: the Season 2 Extra Chance/Pity mechanic, just from playing around it (apologizes if I'm misinterpreting, but I'm not good at reading javascript code and haven't spent much time outside of Classic Mode): I believe there's some unnecessary confusion here introduced by pity doing two different things. Extra chance boosts the odds of a roll giving you a specific gem. But pity does something different for levels 1-5 than for 6-10: 1 to 5: Boosts the odds that Extra Chance's increased odds WILL BE APPLIED TO ANY GIVEN ROLL. At level 5, Extra Chance applies to EVERY ROLL, 100%. 6 to 10: Increases the odds for rolls that Extra chance applies to (already applicable to ALL ROLLS). But that's what boosting extra chance does. Especially without documentation, this is needlessly confusing. A suggestion for an alternative would be to have pity only be upgradable to 5, with further Extra Chance upgrades gated UNTIL pity is fully upgraded to level 5. Then the player is allowed to boost Extra Chance again. The game mechanics (which I have no comment on) would remain completely unchanged, but they would be a lot more digestible/legible to players if pity didn't take over what Extra chance does for levels 6 to 10.
WGW ✦ 2026-08-18 03:26:31Classic
Also, to avoid turn/level inflation, probably there would need to be a rule that once you combine two identical gems for a higher quality gem, that you can't combine the resulting gem with another identical one again. Otherwise you could build a great gem starting with chipped gems and it would take around 25 turns/levels. But this is also not intended to rebalance Classic Mode on its own. Just a suggestion for one way to mitigate frustrating RNG. No one (including me) really wants to play Classic Mode building nothing but paraibas for 1000 levels!
WGW ✦ 2026-08-18 03:12:20Classic
Hey @TTJ! I don't recall having seen comments from you here before now-- you really kept me on my toes in Classic Mode before Peter fixed the Combine Special bug et al. :) I know Peter's focus is understandably on Season 2 now, and not on Classic Mode (and thanks, @216, for also chiming in that Classic Mode has room for potential improvement), but just to get this down, I had one idea that I don't recall ever being discussed before: Being able to combine two already placed gems of the same color and quality into a single higher quality gem, just as you can do when drawing two identical gems in a single turn. I'd have to actually play a version of the game with this change to see whether it makes things more or less balanced, but my thinking is: 1) You need so many perfect gems before level 40, and especially level 50, for a viable run, being able to construct perfect gems would really reduce the number of runs that are hopeless due only to bad early RNG (you pretty much need 2 perfect opals, and one each of perfect amethyst, aquamarine, emerald, and ideally ruby, so that you'll have at least one perfect opal, one Black Opal, one Egyptian Gold, one Paraiba, one Enchanted Emerald, and, especially if you get it early, one unupgraded bloodstone) 2) Repicking early in the game is basically off limits 3) Sacrificing an entire turn to make a higher quality gem from two identical lower quality ones is a pretty big tradeoff 4) Even picking two flawless gems of the same color is far from a guarantee within a small number of picks 5) You can construct an almost non-optional great opal, rather than doing run after run hoping for one Just putting it out there!
muellesx ✦ 2026-08-17 21:10:20Season
@Kotik - same thing happened to me - I had plenty of cash and just miscalculated how many lives I was going to lose.
Kotik ✦ 2026-08-17 14:38:49General
At level 250, I completed the walkers and didn't have enough lives. Do they take more than 1 life?
216 ✦ 2026-08-17 14:10:23 (edited)Season
Devourer is kind of unbalanced boss (or balanced for Uber Stone). Not flying, but it do something bad. -it shouldn't be at 303. Let the players experience tier 4 flyers. -even if it was killable, continuing may be not fun (if no uber) - so it might be a good idea for final boss Jades basicly stops gold production at 200, as described in s2 rules. I don't think it's a good idea. Btw, i remember 1 more strange thing - at 201 lives cost gets doubled in addition to -2 lives per leak -it penalize players for forgetting buying up to 50 lives before -2x lives per leak means x8 gold need in long term, anyway.
Kotik ✦ 2026-08-17 11:30:24General
after 200 they don't give gold?
Kotik ✦ 2026-08-17 11:21:37General
Devourer at level 303, what kind of boss is this, flying or walking?
216 ✦ 2026-08-16 19:54:55General
The point was the chance of rolling naturally 3rd and 4th perfect is very low - but already many uber runs My mistake was thinking that 5 is cap of pity - in earlier comment i mentioned 26/million chance of Uber with "max" pity (with 3rd and 4th natural roll)- I meant 5 pity Those 1:8000 (P0) and 1:204 (P5) chances are obviously related to pre-1.0.24 version ,which was confusing
Peter ✦ 2026-08-16 15:36:52General
@216: Yeah, 1.0.24 is working. The confusing part is that 5 isn’t actually max pity. At 5, Extra Chance is being applied to all five rolls, but pity can still go up to 10 and keeps pushing those rolls toward the Perfect you picked. The 2 Perfect limit is only for Perfects forced by Extra Chance. You can still naturally roll a 3rd or 4th one, so seeing more than 2 in the round doesn’t mean the cap is broken. And yeah, the other changes are active too. Uber scaling is 5% per 10 kills now, and every Extra Chance use in the same 100-level tier adds another 35% of the base cost.
216 ✦ 2026-08-16 07:22:40General
So... the 1.0.24 update actually works or no? I thought 5 is max tier of "pity bonus"
Peter ✦ 2026-08-16 05:59:54General
@216: The natural chance is about 0.000097% per eligible round — roughly 1 in 1.03 million. But the Extra Chances / Pity Bonus which appears to have been a real mechanic in the original Gem TD: Using Extra Chance for a targeted Perfect improves the Uber chance: Fresh target, no pity: about 1 in 8,000 Pity bonus 5: about 1 in 205 Pity bonus 8: about 1 in 136
216 ✦ 2026-08-15 22:40:13 (edited)Season
Assuming the extra chances works correctly(turn off after 2), Uber is still extremelly rare - 26 per million at max tier of extra chances, less than 4 per million at lowest tier. In general less than 1:100 000, so we shouldn't expect spam of them. Little suspected that there is already 5 in few days. But filter all/non-uber/uber scores might be not bad idea.
scgmeister ✦ 2026-08-15 22:01:51General
I decided to vote for option 2 as I had an idea where it could be interesting to change the recipe for the uberstone to where you would have to craft it using the 5 great stones that aren't yet used for a recipe, aka GAQ+GT+GAM+GR+GO=uber. That said, I would also be fine with option 3, separate rewards.
muellesx ✦ 2026-08-15 21:16:29General
I voted for separate rewards. This along with the uber badge effectively addresses my complaint. When you accept an Uber stone, you are electing to compete in a different bracket. I think the high scores would be better separated too.
Peter ✦ 2026-08-15 17:11:43GeneralPoll

How should Uber Stones be handled in Season 2?

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18 total votes

scgmeister ✦ 2026-08-15 12:21:49General
@kotik, the slates (light grey stones) allow enemies to pass over them. For uberstones, my vote is to keep it. For me, having a broken/hard to get gem kind of makes the game more interesting with the caveat that it should still be possible for a normal run to reach a comparable level with proper placements. On that note, what if you were change the recipe for the uberstone to officially require 5 of the same perfect gem in season 2? I would also be fine with having an official game ending boss at maybe level 500 if it were possible to reach without an uberstone. basically, it would be a ground, unkillable boss where the main part of your final score is to do as much damage as possible to it? In fact you could even make it so that boss is immune to the uberstone (or it gets disabled completely), for when the final score gets calculated. That way we can still have a broken, hard to get gem that makes the game easy to reach the final boss level for the lucky few, while having it not actually contribute very much to your final score.
Kotik ✦ 2026-08-15 05:47:32General
TTJ, https://imgur.com/a/KM2FuSN You don’t have a path to Point 1 in your maze, so how do they reach it?
Peter ✦ 2026-08-15 03:19:17General
@216 I would rather nerf the uber stone or remove it if we want a fair season 2 run.
CarlHR ✦ 2026-08-15 03:13:58General
It's just pixels @tony, just a few more pixels on the screen... That's how I see all cosmetics on any game, judge me how you want
tony_nguyen ✦ 2026-08-15 01:11:18General
Will the Season 1, 2, and 3 badges remain permanent after the season ends, or can they change if someone later surpasses your rank?
216 ✦ 2026-08-14 23:09:03General
Even more simple than removing - Uber runs do not count for 1st 2nd 3rd rewards. For best lucky score can be separate badge. Nice Uber Icon display, but its only for s2? As well as aura bug, we shouldn't neglect classic.
Peter ✦ 2026-08-14 22:08:59General
@muellesx that is one option, we can remove it from season 2.
muellesx ✦ 2026-08-14 21:38:23General
I would be in support of simply removing the uber. I can spend time arriving at and tweaking a great strategy and push the limits further than anyone... until someone lucks into an uber and blows away my strategic masterpiece. When I see a score above a certain threshold I know it's a freak uber run and disregard it. I'm not sure I wouldn't reject one right now, just so I could keep my run reputable.