Gem Tower Defense

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G 2026-05-20 01:16:19General
Another crash at level 651. Memory on the tab was around 1 gig as well. It happened while repicking gems again too.
216 2026-05-19 22:12:43General
Eventually chrome completly crashed...not only the game, other chrome window too. Both windows white screen and error pop-up. But something else was strange: I was running out of .. disc space. was 200 MB free when crashed, after re-opening chrome is 19,4 GB (probably it was like that before). Is possible that chrome store temporary files that take AS much? Anyone else observed disc space loss on long runs? (the game tab was using just 900 MB, and its RAM as i know...)
216 2026-05-19 20:07:35General
at lvl 673 finally i got a GO.. and another in 685. I hope it will crash soon, so that boring test won't be wasted. I noticed few very shot freezes, (0.1s-1s) but they might be my laptop fault. I started getting a console error basicly every action/placed gem, but game is still working
Peter ✦ 2026-05-18 14:14:29General
@carlhr As Chrome and all other browsers "background" tabs now when you switch away, I have added an explicit Pause to the game loop when the player switches to another tab.
CarlHR 2026-05-17 17:45:38General
It's situational, but I got to reproduce a crash. I'd post as an email, but I think it's cool that everyone here can also see it. This is all I do: 1. Open the browser 2. Open gemtowerdefense.com in tab A 3. Open viktor-n's gemtd in tab B 4. I click on tab B's canvas. 5. I don't even play the game. I just wait for a few minutes. 6. When I come back, I check tab A's canvas, and... it's blank. If the canvas is blank, it means it stopped working. The webgl context was lost. The canvas doesn't disappear from the DOM though. It's still there if you inspect the page. This is my output: https://imgur.com/a/sK4xXjk This is the error: "WebGL warning: texImage2d: Unexpected error <enum 0x0507> during upload" ------ If right now, after this error occurs, I attempt to refresh tab A, here's the console output: https://imgur.com/a/4sqsKpk The error: Failed to create WebGL context: WebGL creation failed: * tryANGLE (FEATURE_FAILURE_EGL_NO_CONFIG) * Exhausted GL driver options. (FEATURE_FAILURE_WEBGL_EXHAUSTED_DRIVERS) Keeps repeating until I close the browser, and open it again. ------ It's not viktor's fault of course. It's nice that I got to use his site to reproduce a bug though. It helps a lot. It's probably my browser's fault, as it's not properly handling two webgl contexts at the same time (even on different tabs). In other attempts through Gemini's answer, it said it could be an incomplete GL_FRAMEBUFFER that's being used to upload the texture. Now, why a similar crash happened on me before with a single tab... I can't say it. I have no idea. @Peter, did you ever attempt to use webgl2 instead of webgl-experimental? Idk, but it says on the internet that its deprecated.
@carlhr @216 2026-05-17 14:35:18General
I have added extra logging to determine the cause of the crashes. I have some theories but it isn't clear without data. Please try to reproduce the issue.
216 2026-05-16 20:35:06General
Wawe 44 always have been like that, due to speed jump - though its possible to kill all, its very hard(especially if no GO) and need good RNG to make about 4-5 EGs at this point (GA, GAq also welcome). 1-2 EEs also may be needed, but while later EEs are essential to kill flyers, wawe 44 is more burst-based - bloodstone/uranium helps a bit too. Assuming 13 special towers (39 of 44 turns used + some need for opals + initial malachite), for especially wawe 44 i would choose : 2 EEs, 5 EGs(preferable with decent amount of kills), 2 jades(slow) RC, BO, SYS, BS . But honestly i don't remeber when i last time leaked 0 in 44
CarlHR 2026-05-16 19:19:59General
Wave 44 always gets me, I never complete it without any leaks. Does someone have any hints to kill all the bats? Or is it just impossible?
G 2026-05-13 15:42:12General
I made it to level 689 before it crashed again while repicking gems. Zero lag or signs of issues prior to this. Using chrome on mac, browser tab had gotten up to about 1GB of memory by that point.
216 2026-05-13 14:12:42General
@Peter: Slowly increasing stun resistance + additional penalty for leaking enemy ( 2 lives cost might be enough). I suggest using x/(x+100) or similar formula for stun resistance ( example: lvl 252 has 52 points of stun resistance which means 34% chance to resist stun). But due to reported crashed maybe its good idea to temporary keep survival easy for testing
scgmeister 2026-05-13 14:01:45General
One suggestion I have would be to lower how much gems are able to slow down a wave in a way that you would need to build both a yellow sapphire and a uranium in addition to the typical gems in order to get the wave speed down to its minimum speed. Also I'm not sure, but I wonder if there was a way to prevent the snowflakes and fire icons from being able to overlap with itself (or possibly removed completely after around level 400) in order to reduce the sprite clutter and potentially helping with the lag/game going white in late game?
Peter ✦ 2026-05-13 03:12:57General
@216 What would you suggest for balancing the game past level 200?
DC 2026-05-12 17:43:16General
Hit the whiteout glitch again, was around round 515-520. Was in the middle of repicking gems and then the screen just went white. Was a crazy run, got a dead center Great Opal in the mid 30s of rounds.
216 2026-05-12 15:08:07General
@Peter Hard to say, i did fast run yesterday, but ended it after 300, while crashes were reported at 600-700. Memory usage was about 300 MB - not very much, but little memory leak is still possible. Maybe others have long run ongoing. Sadly game need huge rebalnce after 200 - after lvl 200-250 you can build now random towers, rather no way to lose not intentionally - stun is not only issue, also late game gold generation is naturally high - with absurd amount of jades is possible to survive with 7 air leaks (if no more - slower killing ground units = more gold) every flying wawe after 44. (likely 2 lives cost after 201 would prevent such low stun + high gold generation strategies)
Peter ✦ 2026-05-12 14:00:14General
@216 Is 0.8.5 better now, I see you have the highest score for this version
Peter ✦ 2026-05-08 06:06:33General
@216 Requiring email was a mistake. I have fixed a few more late game memory issues, hopefully that helps. Also, the game won't ask for your high score name until after level 500.
G 2026-05-08 00:47:50General
@CarlHR I am using chrome version 145.0.7632.160 (arm64) on macOS monterry 12.7.6, noVM. I had just under one gig of memory on that single browser tab when it crashed. I've never seen this type of behavior before where the DOM disappears and there's nothing to inspect, and I have almost two decades as a web developer.
CarlHR 2026-05-07 21:43:21General
To everyone having this DOM error at late levels, what browser are you all using? Do you run the game inside a VM our outside it? I had an error back then, that made only the canvas stopped working (I submited a report by email), but the navbar, the buttons, the recipes list on the bottom were left intact on the page. By inspecting the DOM, the canvas was still there, but the rendering had stopped working giving the impression it had disappeared. I use a Firefox 150.0 64 bits, windows 11, no VM. I ask this because, its probably the browser saying: I got no memory.. crash! Get it? Like the windows blue screen of death.
CarlHR 2026-05-07 21:35:48General
Yes, why must we provide our emails when submiting a score? I mean, there's no login on this site. Our emails do not appear on the high scores board, so what's the point of providing this data to the server?
216 2026-05-07 20:42:10General
There should be an option to continue run without sending high score every lvl/start doing it later - lvl 100 is not high enough for many players. Also why forcing to fill "email"(typing anything works, though). I fell little uncomfortable when game ask me for email in order to continue mid-game. Also no option to change nickname after 100 ("name" field was often used for some short messages/ run comments) - - - Minor bug: sometimes one projectile remain visible after lvl end and stay in place even for multiple levels
G 2026-05-07 20:27:59General
I just had another run crash at level 711 while I was repicking gems. Same type of crash where the DOM is gone and I just see a gray screen. I had zero lag or any other signs of an impending problem. I used 4x most of the game, but toggled it occasionally to 1x or 2x.
senon 2026-05-07 13:00:25General
That 702 run is what happens when you waay overtune for cash after barely hanging on in the 100s, and you also don't plant for the end game and scramble for space. That said, 4x the whole time, lots of idle hours, hibernation, and zero stability issues or crash warnings. Only dropped to 2x once, like halfway through.
G 2026-05-06 03:16:35General
@Peter I was on 4x when it crashed (and basically the entire game). My experience sounds similar to @DC's as well, with no lagging at all leading up to the crash.
DC 2026-05-05 19:40:56General
@Peter I was on 4x from start to finish. Aside from the crash performance was really good throughout. None of the lagginess that used to exist at the later levels.
Peter ✦ 2026-05-05 16:22:58General
@dc and all. The crashes could be due to the speed ups, could everyone make note which speedup they were using when a crash occurs? Secondly, I will explore saving the high scores every X levels as a quasi backup. Finally, I will also explore save/load feature.
DC 2026-05-02 19:24:52General
@G Not sure if exactly the same thing as you but my game also just crashed out when I was somewhere in round 670-680. First two random grey squares on either side of the game screen started flashing and then the whole thing crashed and the page just went completely white. I gotta just terminate one of these runs early on purpose so I can get on the High Scores at least.
DC 2026-05-02 08:17:51General
https://imgur.com/a/vDDzSA1 Hahaha, finally the first sighting of Great Opal at round 580. I dunno you meant about the speed fix @216 (I didn't totally follow your convo with Peter) but I definitely feel the difference - never would've been possible for me to get this far without GO before, would've gotten run down in the mid 300s if not before. Also I'm building a lot more nonsense this time around than I usually would since the combination glitch has been removed - tbh it may still be possible to do pure PTs, especially with the gold generation I have going on. Went way overboard on EEs and Jades especially.
216 2026-05-01 23:28:10General
Jades weren't changed since dec 2021. But since speed is fixed, its little easier to kill flyers. Less leaks, more Jades = more gold left. But seriously, unless doing NEC no point of making 50 jades(~15 should be way enough, if many leaks - work on EEs positions then), just repick more for EEs, EGs, ABSs. - - - - - In early 2021 jades production was 2x higher, so you could upgrade jade asap then max chances at lvl 15 :) Then it got nerfed 5 times for few days - I managed to get (stable) past 200 with GO, but game was very hard before 100 -I (and every1) was losing without GO ( speed bug wasn't helping)
DC 2026-05-01 22:31:49General
@216 I was going to ask, was Jade gold production boosted? I wasn't sure if it was just because I was building more of them bc a little harder to force EEs now but I swear my gold generation way outstrips what I was used to when I played before. In fairness I would also usually stop at around 30-35 of them and I'm currently in a midgame with like 50+ which has put me at 100+ million gold, absolutely nuts.
216 2026-05-01 17:51:19General
For late game, besides EGs and EEs also worth to mass build ABSs - flamestrikes do a lot on stunned targets. - - - However in current version defeating lvl 200 or 250 = win, gold production from jades in late game is very high in addition to fact that wawes gets *easier* after some point -eventually adding new stun tower overcome linear HP increase, which is only parameter that change after 41 (same speed, armor,...) I managed to "win" without single DE/EE (No EE Challenge, NEC) just by absurd amount of jades (7-8 leaks every flying wawe) at first try, without even GO. (Years) before combine exploit was fixed, i managed to do "One Jade Challenge"(1JC), with (early enough) GO. - - - Is stun OP? is first 150 lvls definitelly no, but with 20-25 EEs i can effectivelly stun and kill all flyers. Are jades OP? in early game little , then naturally in late game they should produce a lot, However penalty for late game leak fells a joke , even when life cost 100k gold ( In flash version 1 leak after 195 = game over). Likely, to balance late game, leaks *must* cost 2 lives ( possibly more), IN ADDITION to some stun resistance. Only lives cost - do nothing if i leak 0, olny stun resist do nothing, just make 100 jades and kill ground olny + 2 flyers. Even if potential jade nerf ( which may ruin early game for most ppl, though minor nerf may be good) late game gold (with 50-100 jades) will alllow for consntant ~5 leaks( instead 7-8), which fells unacceptable for me.
ElGrillo 2026-05-01 15:30:35General
@WGW thanks for the tips. Yeah the level of fatigue/boredom with deleting rocks (I feel like in the old game you could shift-click to select multiple at a time to delete?) meant that there ended up being a slightly chaotic arrangement of perfect opals haha. I was trying to get decent coverage and then got OCD rage about spots that weren't covered XD So I ended up with way too many. But it did mean that later on I was going to have the option to get near total coverage with Black Opals which would have been nice if I chose to go that route. In terms of the Great Opals, I just got two opportunities to take them I think somewhere in the 200s or early 300s, they weren't perfect placement but I figured it was worth it, they are super powerful upgrades. Re: the Dark Emeralds, yeah I just repicked an absolute ton of times. I've had a search down and have now found your post on the combine special bug. I have observed that in-game, but was worried about it potentially working the other way round and consuming multiple Perfect gems so I haven't been using it (I mean it would also feel like cheating as well which would make the whole grind a bit pointless IMO). I hadn't put thought into the ordering aspect of it, I guess you can set it up like you say so that it never consumes the Perfect one? (Or could - I see from Updates that it was fixed on 15 April lol). The main key for success on this one for me was just an absolute ton of upgraded Jades as gold farms. Then being lazer focused on Egyptian Gold and Dark Emerald to the exclusion of almost anything else. A 'Surrender' or 'Resign' button would be very welcome. I do still think I experienced a bug where my level jumped from somewhere around 100 to 200! But could well be imagining it lol.
G 2026-04-28 18:10:01General
I got to level ~650 and then the browser tab suddenly went completely blank, like no DOM to view in the developer tools
CarlHR 2026-04-27 20:31:18General
@216 I understand now, thanks!
216 2026-04-27 19:07:01General
The chance of getting PE by placing 1 gem is 1:80. By placing 5 gems (including combine from 2 flawless) is around 1:13 . Max chances are at 22 or 19 , depends if You upgrade malachite first or no. So by lvl 400 you have around 380 turns with max chances + repicks
CarlHR 2026-04-27 16:43:17General
@216 sorry, I'm not getting that formula, would you explain it?
216 2026-04-27 16:06:15General
I can see nothing unusual with amount of emerals - assuming average 1 repick per lvl (380+400) / ~13 = 60 estimated perfect emeralds by lvl 400.
WGW 2026-04-27 15:33:09General
OH, and also, @ElGrillo, you should never have to build a great opal in anything but an ideal location if you: (1) Pay attention to when you've drawn a perfect opal before pick #5, (2) leave at least 4 open spaces for ideal great opal placement, and (3) after picking the first great opal, place all subsequent gems in the spots reserved for the great opal. That way, you will always end up placing the second perfect opal, if you get one, in one of the reserved 4 spaces. After that, you can use the spaces for whatever you want. You never want to-- or should need to-- end up with a great opal all the way on the side of the board. Unsolicited advice over-- but, you know, you posted the screenshot, so. . . ;)
WGW 2026-04-27 15:29:35General
I think I'm gonna hold off investing in playing out a run for hundreds of levels at this point. . . @ElGrillo: How did you build so many dark emeralds by level ~400 without the combine special bug that's been fixed? Also, why so many perfect opals? :) If the game works as it used to, when you run out room to make place 5 gems for a turn, you're soft locked. You have to make sure you end the run intentionally before that. @scgmeister requested a "Surrender" button, which I think is a great idea and would be dead simple to implement.
ElGrillo 2026-04-27 11:43:46General
Cheers @DC, good to know. Sadly, after ~4 days of the game, it crapped out on me (the app space in the web page was just a grey square and then reset to a new game). I did make it past lvl 430 though, and I had gotten to the point that I was taking out all the flyers, which I think is a first for me in high levels. Here's the map for anyone curious - got the maze design from someone in the comments on the old site many many years ago: https://i.imgur.com/VNeGLlJ.png
DC 2026-04-26 20:33:23General
@ElGrillo: The easy method is to leave a blank rock in the beginning of your maze that you can delete when ready to drastically shorten the number of loops and allow runners to start going through. As an alternative, you can begin managing lives more carefully toward the end to voluntarily die on a flyer level when ready, but the former is more preferred due to consistency.
ElGrillo 2026-04-26 12:55:02General
Anyone know what happens if you get to the point on Survival where you can't place any gems anymore as the map is full (except for 'blocking' spaces)? Lol. I am on level 417 at the moment and seem to be inexorably heading towards a full population, at least at the moment. Given that there's no 'Retire' button for me to quit and record a score, would be good to know whether I should make sure I allow enough flyers through to let me 'lose', before I can no longer place any further gems. On another note - possible bug: I'm pretty sure that at some point after I went over level 100, my level jumped by +100. I ended up at over 200 and am now at 417 as I mention but I think I should be at 317. Difficult to be certain, because this game has taken me several days so far lol.
CarlHR 2026-04-26 02:42:20General
If anyone was using my templates from my github, and couldn't submit your username/email because no inputs appeared: my fault. Sorry. I've only seen this now when I got to level 88 and lost.... If you go to scores, you'll see my run published as Anonymous :( I've "fixed it" now. I added a button you'll have to remember to click it, when you reach the submit score. That'll force the inputs to appear.
JonathanA 2026-04-25 19:06:45General
carlHR that grid display looks cool
carlHR 2026-04-25 18:23:28General
@Peter I've sent an email to gemtowerdefense@gmail.com about a bug that froze my game at level 61. It forced me to refresh the page afterwards. The sad part was that I got a GO at level 39... https://imgur.com/a/VFGsRm3
JonathanA 2026-04-25 17:21:00General
https://imgur.com/gKrqJ4t.png Trying to get time under 1000 but seems like u need to get very lucky with early BS, will keep trying.
JonathanA 2026-04-25 16:58:39General
Seems like there is still a bug where enemies don't get slowed properly until level 40. Another idea that would be very useful: add an second repick button that replaces the gems in their current positions so you don't have to place them out again.
JonathanA 2026-04-25 15:39:27General
Wow just discovered the game also works on mobile, fascinating...
scgmeister 2026-04-25 05:20:40General
Well that's disappointing, right as I clicked to select a gem at level 632 (I believe), the game disappeared and the web page went white and completely unresponsive until I refreshed the page, causing me to lose all progress :(. I played the game using google chrome, and I think I was still on version 0.8.2 that allowed 10x speed. Not sure if that is what caused the crash or if it was something else. Also, there was no sign of any lag before it happened. It'll be interesting to see if anyone else runs into the same issue if they also try to push the game to being able to fill the board. If you see my link, https://imgur.com/SB2VWHE, I had all the right side, and almost all the left side full of paraibas when the game crashed.
senon 2026-04-24 19:34:45General
First off, thanks for the new updates! Might be getting close to the end of my first 250+ run. Level 250 being stun-proof I thought was the end, but it's holding out longer than expected. This is only my second run on a chromium browser, though, and it's smooth as butter on 4x the whole way on a decently beefy igpu laptop. I had been playing only on firefox before, both recently, and years ago. Recent versions on firefox had huge slowdown problems about lvl. 40 that are completely absent on chromium. Thanks again!
JonathanA 2026-04-24 17:53:25General
https://youtu.be/8De_GXyV6uw Hi, I made a little video showing my early game, until level 30 something where I accidentally delete my maze.. I'm using a script to make sure I roll a flawed diamond at the start of the game. I also made a script to build the maze for me but seems like I lost it and it takes quite a while to set up. But that helps you not make any misclicks.
CarlHR 2026-04-24 15:55:04General
I remember seeing stuff like this on Dota's GemTD mod. There were enemies with all sorts of buffs: - Evasion (basically to counter stun) - Magic Resistance/Imunity (vs emeralds, bloodstones) - Invisibility (opal had true sight) - Regeneration (forces you to have large damage over time) - Blink (breaks your maze apart) - Hastened (moves faster than usual) - Extra Lives (tougher to kill) - Charm (slows down attack speed) - etc... It was fun. It's cool idea imo, and not just on the late levels. If done since the start of the game, it forces you to choose many types of builds to overcome each challenge. That is a nightmare to develop. But very fun to play it.
216 2026-04-24 14:50:17General
@Peter: At least 4 ways of partial stun resistace are possible: 1. constant on given lvl % chance to resist stun 2.similar, but resist % of duration. 3.both above combined, but less affect (can be different % function for each) 4. Starting at 0, then increasing stun resistance while being stunned, falling back while not stuned. Speed of growth and/or fall back may depend of lvl. Any level-based function of stun rsistance rather should be hyperbolic, so it never reach 100%, similar to armor function.
216 2026-04-24 14:24:32General
Btw, there exist other way to balance game - increasing number of enemies. I can kill 10 flyers, but 12, 15, 20? i dont think so.
Peter ✦ 2026-04-24 14:20:59General
@216 @scgmeister I am open to changing how stun works after lvl 200 but that will greatly affect the game and possibly make it impossible to survive past lvl 200. Thoughts?
216 2026-04-24 14:17:16General
Without any stun resistance lives cost will do nothing for me when i leak 0, passing 500 will be about making enough gold. Stun immune air levels could be exluded from extra lives cost to prevent extremely hard to pass walls. Meanwhile i tested if i can survive without any emerald, only jades stun (something opposite to 1JC) - after 44 and 48, leaked 7-8 (rarely 6) every flying wawe, but gold production was enough to recover - i could continue to 350 at least, but it was going too slow (even at x4). In fact i was close to lose around 170 and 252 (4 lives i think), but imagine what if i had a GO
scgmeister 2026-04-24 03:52:12General
I'll second the idea of slowly adding stun resistance to the enemies after level 200. As much as I like the challenge of trying to fill the board, I do admit it can get tedious after awhile. Hmm, increased lives lost instead of stun resistance would also be interesting. 2 lives lost per leak starting level 200, 3 lives at 300, 4 lives at 400 etc. That in itself could make completely filling the board impossible, as then when you reach 500, you would effectively lose 50 lives that level and lose the game. I'd say with this method, passing level 500 might be possible, but extremely difficult to do so.
216 2026-04-23 20:08:34General
@CarlHR You didnt take account GO (or at least PO) aura. @scgmeister: I leaked abolute 0 since ~230 and it was with quite bad emerald RNG and little unoptimal positioning. Funny that i failed to lose in 253 - remoned rocks near checkpoints and blocked main maze, but had 6 lives and EEs still catched 5 units. But that run was interesting untill i got GO in 178 - was leaking 3-4 consistently, once 7 and no gold for more than ~10 lives after each flying wawe - i built 11th jade, because afraid of lvl 200. GO ruined that fun.
CarlHR 2026-04-23 16:56:19General
I was wondering how strong it is to place many chance-based towers, given the discussion below, and I found this here: Here's the source: https://www.reddit.com/r/AskStatistics/comments/y0odc7/probability_of_at_least_a_given_number_of/ This is an algorithm in python syntax ``` # x is the probability of success 0 <= x <= 1 # n is the number of attempts, given that at least one needs to succeed def adv(x, n): return 1 - ((1 - x) ** n) ``` Or in javascript ``` // x is the probability of success 0 <= x <= 1 // n is the number of attempts, given that at least one needs to succeed function adv(x, n) { return 1 - ((1 - x) ** n); } ``` If you place, for example, 3 LAJ on the map, each of them attack once each 350ms. So, in each second, they'd attack 2.86 times. If one wants to calculate the gold trigger rate per second, it could calculate it as follows: `adv(0.05, 3 * 2.86) * 100`. This outputs a 35.60% chance of trigger gold once each second! And, if you pick just one: 13.63% gold/s. No wonder it triggers more often that you'd think. If one is wondering how strong are 3 basic DEs: `adv(0.125, 3 * (1000 / 700)) * 100`: 43.58% stun/s. If we get 3 upgraded DEs: `adv(0.15, 3 * (1000 / 700)) * 100`: 50.17% stun/s. I found this interesting for some reason. Like, you see it happening on the screen, but you just don't understand why the triggers happen so often. An increase of 5% is a lot when you have lots of towers to trigger that single effect.
scgmeister 2026-04-23 16:42:11General
I have officially surpassed 216's current top score and it's looking like I should be able to completely fill the board with this run. https://imgur.com/SB2VWHE Overall I leak about 3-4 flyers consistently, and on level 251, I only leaked 1 enemy.
216 2026-04-23 14:01:35General
But i wish game was getting (slowly) harder and harder starting around lvl 200, so game will end around 200-400 without clear maximum. Late game enemies must have some kind of partial stun resistance, so they won't be stunned forever as easilly (but stun still should be important). Also i think late game leaks should cost 2 lives (but not before lvl 201). Unless too strong anti- stun meachanic - but then game will become about maximizing gold production, not stun effeciency. Also i dont like fact that lvl 48 leaks are the same punishing as lvl 204 leaks
216 2026-04-23 13:27:02General
After speed fixes game should be even little easier, space is still only limiting factor. But making excusively paraibas may be impossible sometimes - you get the wanted perfect gem every ~13 turns (combinations included), which means average over 2 repick per lvl, so 2500-2800 repicks total in 1200+ runs (2500 repicks cost 78 milion gold). Because you finished a lvl 1301 with 30m gold left, it could be not enough without combine expliot (more jades required). So I not sure if 1300 is possible now, while 1280-1290 should be little easier
WGW 2026-04-23 07:20:44General
I wholeheartedly second the suggestion for a "surrender" or an "end game" button. Perhaps not as necessary with the changes, since without the combine special bug, I don't know if it will even be possible to play the game to the point of running out of room. Which is a good thing, I think. But it wouldn't do any harm to have it even if it ends up not being necessary, and it's also easy to implement. I haven't really tried the updated game yet, been a strangely busy week. I love that Peter preserved all the scores with a tab for "Fake Scores". Cracked me up. :)
scgmeister 2026-04-23 06:15:59General
One more feature request: would it be possible to add a surrender button to the game? That way if one were to run out of space, they will still be able to submit their score @DC If you haven't yet and are able to change these settings, go to group policies/administrative Templates/Windows Components/Windows update. Then in legacy policies, "find no auto-restart with logged in users" and enable that. Then in manage end user experience, go to configure automatic updates and choose option 4 to auto download and schedule the install. Both policies need to be enable for this method to work. Also in the windows update settings, make sure the notify me when a restart is required is turned on. Doing that, I'm still able to choose when I want to restart my computer, or even putting off restarting my computer for several days if I wanted to once I'm notified that it needs to be restarted.
scgmeister 2026-04-23 05:28:20General
correction: fix to the combination glitch.
scgmeister 2026-04-23 05:27:39General
I'm liking the recent updates and bug fixes so far. While the combination glitch makes it harder to get enough EE to stun lock the flying rounds, the fixes to the slowdowns making uranium mor viable along with the fix to the star sapphire seems to make it so may not have to depend on EE as much in order to get a high score. Anyway, I do seem to have a strong maze going right now which should easily beat my previous pb in the current update. https://imgur.com/a/Bz7RknI With this current maze, I seem to be leaking only about 4-5 flyers which seems to be quite a bit better than what I was leaking around this stage of the game in the previous version from my memory.
DC 2026-04-23 02:05:49General
RIP the combination glitch. Interested to see if this will affect the rarity of a good deep run - before the GO was the only limiting factor but wondering now if a heinous streak of bad luck in setting up EEs could end things prematurely by running you dry on money.
WGW 2026-04-22 11:51:07General
Yikes! I don't check in for a little while, and look at what's been going on. :) I guess I should abandon my current run which is at level 980 which I started over a week ago. I doubt I can submit a high score for it since I started the run on an old version of the game (and even if I could, that doesn't feel at all fair. First decent run I'd had in ages. Oh well. Looking forward to checking out the new version.
Peter ✦ 2026-04-22 05:15:57General
@carlhr @216 I removed 10x because it seemed unreliable for the simulation.
CarlHR 2026-04-22 02:09:02General
Imo, anything that is automated and annoying should have a corresponding checkbox for that feature, wether you want it active or not. That includes music, if you wish to add it hehe. My PC supports the 10x speed, so it's working as intended (or well.. keep reading). It falls to 4x speed once in a while, if there's too much lag. When the speed falls, right when it happens, it's brief, but it shows an yellow text right next the Upgrade Chances button, explaining that it dropped because the game was losing accuracy (that's noted in the update log from 0.8.2). Now, @Peter, are you sure the 10x speed works as intended? I cannot read the script as its not indented, attempting to do so gives me nightmares. As there's currently no way I could run 2x late game runs on parallel, with the same build, maze layout, random seeds, but with different game speeds just to test it, I still think that running the game with 10x speed is harder than with 1x/2x/4x. I noticed it with 4x speed too, when comparing to 1x or 2x. It's a retroactive bug. It's like the gems/towers are failing to attack over time, or the projectiles are slower, I don't know but there is something different. I've run the following tests while playing (and the others here can verify it too if they want it): when I'm on the wave 44th (flying wave) for example, my build takes down 5-6 of the flying bats at 10x speed. But on wave 48th, the same build, with like, an extra pair of gems, and no additional towers and upgrades, are able to take down 9 or even all of them at 1x speed. I mean, like, am I going crazy? How is it possible? One gem does make the difference? It shouldn't.. right? 4 levels in difference... So yeah, that's my concern. I mean, it's NOT THAT KIND OF A PROBLEM. I was able to reach 95+ waves easily with 10x speed on all waves (even flying waves) you just have to heal right away after them. My strategy was to set 11 lives everytime, so I wouldn't die, and wouldn't spend too much gold. If you have enough LAJ, it's not that hard. But as I developer (or something), I just look at this speed change and think: "yep, there's something on this" hehe. Or. It's just a coincidence. Could happen. Who knows. I can't prove it.
216 2026-04-22 01:25:04General
10x speed instantly falls back to 4x for me, even at lvl 1 -I noticed it blocks possibility of 1x(2x) speed untill end of lvl (for me, its not a big problem actually). Also i can imagine a player losing game by starting flying wawe at x10 speed without enough lives(just by distraction) - maybe flying wawes should reset speed to x1 ? (setting speed every 4 lvls is less frustrating than potential fail, but its olny my opinion)
Peter ✦ 2026-04-21 13:50:49General
Added 10x speed up and Frames Per Second tracking to make sure the 10x speed up can be handled by most player's computers.
CarlHR 2026-04-21 00:21:17General
Is this what you want? https://developer.mozilla.org/en-US/docs/Web/CSS/Reference/Properties/image-rendering
DC 2026-04-20 22:25:24General
Peter - Appreciate all the new QoL updates! Just one thing - is it just me or does the game look a little fuzzy after the new update? Is there a resolution setting or something that I should change?
DC 2026-04-20 22:20:45General
Foiled once again by my own lack of awareness - somehow despite turning off automatic updates, my computer went ahead and did it anyway. Run died at 720-ish, another failure to make the leaderboards. As a sidenote, playing on Microsoft Edge with the speed up seems to be performing pretty well. Even at 700+, I was getting full speed.
JonathanA 2026-04-20 19:32:54General
I see, thanks!
216 2026-04-20 19:30:07General
That exploit got fixed in 0.6.3
JonathanA 2026-04-20 19:21:20General
Peter. I'm referring to the possibility of making the perfect gem first, followed by three of the other gems, combining on the last which consumes all but the perfect one.
Peter ✦ 2026-04-20 17:57:59General
@JonathanA Can you provide details about the: "combine exploit" And I think your idea of the last tower in the combine to have the kills carry over is a good idea.
JonathanA 2026-04-20 16:27:08General
216: Regarding carrying over kills, I think only keeping the kills on the combine on tower makes you have to think more strategically which I like, although the other way is acceptable too.
JonathanA 2026-04-20 16:24:17General
Just played my first run after not having played for many months. Got a great start with a flawed diamond and early Jade. Then I totally forgot about perfect opal until a bit later. And I accidentally upgraded blood stone immediately when I got it. I didn't use the combine exploit which I tend not to do normally, does it still exist? Finished at level 98 as I felt I was losing momentum. https://imgur.com/RNmtZtI.png I mostly enjoy the earlier levels anyway. I really like the new speed feature, makes the game 100x more playable. Even x5 or x6 or even x10 speed could be useful for later levels. Or some kind of simulation to skip the meatgrinding every level. Dunno if that would be possible. Could remove damage numbers and projectile animations to improve performance if nececssary. Another feature idea is a damage counter for every level to see which towers do more damage. Should be easy to implement. I could possibly help with coding if that is an option. Finally another weird idea, but I've made some music that could go well (or not) with the game, although I think we all just put our own music if any to these kind of games. Just an idea though, feel free to reach out.
JonathanA 2026-04-20 14:58:18General
Wow, looks like I came back in just the right moment, look at those updates! The lack of speed feature is something that kept me playing you-td instead of gem td.
216 2026-04-19 20:52:33General
Got similar frezze at 190, caused by flamestrike(s) on dying last enemy. Error in stepFlamestrikes Looks like speed finally works correctly :) Besides frezze, late game balance is last major issue (there is few minor ones). Several ppl over last years sugested/requested to carry over kills from all ingredients(not only from selected gem) when combine special. Not sure what behaviour is intentional.
HUTCHINS 2026-04-19 15:34:44General
Wow. The 4x speed is going to give me back so much of my life. Thank you!
Peter ✦ 2026-04-19 13:43:37General
@216 Released 0.7.2: Fixed late-game enemy minimum-speed scaling so slows can reduce enemies to their intended floor again. Corrected the displayed Minimum Speed value in the enemy info panel.
CarlHR 2026-04-19 02:45:57General
I think I found the culprit for the lag in my browser (from level 20+ waves), I have to stop this process in particular: `AWPerformance.SCSubAgent`, using the task manager in windows 11. I went deep on my PC and found out that the dude on this thread had the same problem as me: https://www.reddit.com/r/Alienware/comments/1ezg5ix/alienware_awcc_major_performance_issue_update_aug/ So, yeah, it's was something going on my PC.. not on everyone else. My bad.
216 2026-04-18 16:36:12General
The same speed issue still exist, but now its clearly displayed in numbers. lvl 41+ : max speed : 1.56 min speed : 1.47 That's 94% of max speed, making slowing gems not really important. Intended min speed is about 70% of max speed, right? Error is by factor of 0.75
Peter ✦ 2026-04-18 14:13:29General
@216 Thanks, hopefully fixed that freeze.
216 2026-04-18 12:15:30General
Game freeze at 21 - console error at stepProjectiles. I can see dying last enemy and 2 projectiles near. Btw can fix SYS combat stats? (original stats was base 180 dmg/0.8s/121 range and it never was op :) Thanks for speed modes.
Peter ✦ 2026-04-18 06:16:02General
I added a 2x, 3x, and 4x speed up mode.
Peter ✦ 2026-04-17 18:13:00General
@216 Sorry I'll fix it.
216 2026-04-17 16:07:44General
Thanks for fixes! But minimum speed is not working at all. 0 leaks, even in lvl 100 withoth GO Uranium very usefull atm :)
CarlHR 2026-04-15 20:33:15General
When I mean, "Or.. it's the opposite", is that I don't know what gem you should select to trigger the bug, wether its clicking on the sapphire/emerald; or just choosing one of the opals. Regardless of the trigger, the bug itself is about making all opals being consumed when choosing 'combine special'.
CarlHR 2026-04-15 20:20:30General
@wgw I don't know if that's a part of the combine special bug, but it's something I noticed very few times when playing the game. When attempting to make a Jade tower, if you place 2 or more normal opals on the map, and you build the tower on the place of a sapphire or emerald, all opals are consumed on the recipe, instead of just 1. Or.. it's the opposite. I can't remember now. I had a lot of fustration on this, like, you're preparing a set of opals, and then suddendly they vanish because of this bug. But it doesn't happen with the other gems on the same recipe. I also wasn't able to verify this with other tower recipes. It's hard to reproduce it, as the game is luck-based. Unless, of course, you hack it, which is something I dislike. So I can't verify it right now as I write this.
WGW 2026-04-15 14:27:21General
@Peter: Bug list as of Jul 2022. Hope this is helpful-- I know a lot of it explains things you already understand, sorry for that. :) - Combine multiple gems When you draw more than one gem of the same type and quality, you're given the option to combine them into the next-higher-level gem of the same type. You're supposed to be able to combine and upgrade TWO levels when you draw FOUR gems of the same type and quality, but a bug in the code requires FIVE gems. (observation regarding the specific coding bug comes from @216) - Combine Special The Javascript version of GTD allows for doing a "Combine Special" to create a tower on ANY gem that's part of that tower's recipe, as long as all the required gems are placed on the board (in the Flash version, you could only do a "Combine Special" on the most-recently-placed gem in a recipe). However, in allowing for this flexibility, a bug has been introduced where the game will, under certain conditions, consume two gems in a recipe and leave one of the required gems on the board. When exploited correctly, this can mean that, practically speaking, you only need to draw a single perfect gem of any type for the entire game and can create special towers off it indefinitely. - Star Yellow Sapphire When you build a SYS after having built a Black Opal, the Black Opal's 40% (max) buff gets overridden by the SYS's 5% buff. Building another Black Opal restores the 40% buff. Essentially, whichever tower is built most recently will override the buff from any previously-placed tower. The buffs from these two different towers, the Black Opal and the SYS, should either stack, or at least, the Black Opal's buff should not get erased by building a SYS. - Lack of text documentation for Jades There's no mention in the text description for Jades that they earn gold, a component of the game that is absolutely necessary to understand in order to learn how to play well. - Movement speed I defer to @216, since I don't really understand what this is about, but from his description, it has a huge affect on gameplay after level 40-- something to do with the minimum enemy speed not being correctly affected by slowing gems/towers, and I think @216 has identified what part of the game code is causing the problem in prior comments. But again, I don't really understand this specific issue myself. - Blank high score text For some odd reason, submitted high scores sometimes end up posted with blank name text, or-- I've observed personally-- text from prior-submitted high scores (and not due to autocomplete filling in the field, I can vouch). There doesn't seem to be any identifiable pattern to this, but @scgmeister has suggested it might have something to do with the browser's "process ID". - Frozen rocks I think I'm the only one to have experienced this, but I've had it happen several times: sometimes very late game, a rock will become "frozen" and non-removable, because the game fails to register its being clicked on. This has only happened to me post-level 800, and in all but one case, only one rock became frozen (in one run, I had 3 frozen rocks). No idea what causes it, but I have an unproven theory that it related to the glitched-movement bug (below). - Glitched movement/game speed Late game-- depending on system specs, as early as level ~500, on my PC, level ~800-- enemy movement becomes glitched such that, depending on whether the bowser window has active focus or not, their movement or the overall game speed is glitched. With active focus, enemies become permanently frozen in place, vibrating back and forth but not advancing. Without active focus, the enemies move normally, but the overall game speed slows to 10-20% of normal. This seems to be related to the still-existing, but much more manageable, memory leak problem. If there were no memory leak, presumably the enemy movement/game speed would remain stable. - Memory leak @216 identifitied long ago that the critical hit text was the main culprit in GTD's previously crippling memory leak. Peter H. subsequently turned off the critical hit text after level 100 as a quick patch, which worked well enough to keep the leak from prematurely crashing the game. But it didn't actually close the leak, which still exists and is tied to the animation for frost and fire attacks (again, thanks to @216 for confirming this).
WGW 2026-04-15 14:21:45General
@Peter: I completely missed your message here till just now! I had posted a bug list (which is definitely not exhaustive-- @216 in particular, you already know, is an excellent debugger) But the comment has been truncated away. So I'll put it in a separate comment, and I'll also try to send via email during a rare window of your having time to work on the game. As always, I'm immensely grateful for it! Still playing-- I have a run going now at level 789. CAn be played out till I run out of room on level 1250 or so. Which I know was never your intent. ;) Thank you so much for clearing out the fake scores as well!
WGW 2026-04-15 14:13:56General
@viktor-n: will have to be a few days, but I spend a little more time on it and come back later! @DC: I feel the pain. And there have definitely been times that I ended up killing a really good run over just that mistake! (or accidentally downgrading any other gem into something useless)
DC 2026-04-15 07:32:22General
I just accidentally downgraded a normal opal which means I'm going to have to build a Uranium. My gut instinct was to immediately quit and restart so I don't have to have that eyesore but unfortunately this is a good run. Life is pain.
viktor-n 2026-04-14T13:20:46.554ZGeneral
@WGW Thanks! Are you having trouble loading the game? on what device/browser?
WGW 2026-04-14T06:48:35.632ZGeneral
@viktor-n: The changes in the game you've described sound, to me, quite promising! I particularly like your approach to softening RNG for getting a great opal. But for what it's worth, I wasn't able to do much to test out the game on the actual site. I'm very intrigued, though, and hope you keep at it!
Peter ✦ 2026-04-14 19:55:15General
I have moved Gem Tower Defense to a new host and cleared out a lot of high scores and some fake scores. @WGW Please list the bugs that you would like me to fix, I have time now.