Gem Quest

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Gem Quest

Gem Quest

60 0 0
60 ? 0 0

Misty Woods

Gold0 Crystals0

Misty Woods

Stage 1 of 3

0
-- fps
1-1 · Misty Woods

Moss Slime

      The Alpha's pup
      15
      0
      0 Mana

      Menu

      Early development build. Art, screens and systems are placeholders, and the finished game will look very different.

      Relics

        • Sword deals 4 physical damage per gem.
        • Lightning deals 3 magic damage per gem, fills mana, and overcharges the rest of your turn by +8% per gem.
        • Shield gives 2 block per gem. Block soaks enemy damage and halves after each enemy action, so build it in the turns before a big hit.
        • Heart heals 2 per gem. Healing past full HP turns half of the extra into block.

        Read your foe

        Every enemy is weak or resistant to swords (physical) or lightning (magic). The tags beside the enemy tell you which gems to chase this fight. Some enemies also curse the board:

        • Skull: can't be moved or matched. Each one adds +2 to enemy hits. Match next to it to break it.
        • Chain: the gem can't be moved. Match it once to break the chain.
        • Ember: burns you for 3 every time the enemy acts. Clear the gem to put it out.

        Bigger is better

        A match of 4 hits for 1.5x, 5 for 2x, 6 for 2.5x and 7+ for 3x. Each cascade that falls after your move adds +20% power.

        Special gems

        • Line gem (match 4): clears its row or column, shown by the arrows.
        • Bomb gem (L or T shape): blows up the 3x3 around it. Orange corners.
        • Prism (match 5 in a line): swap it with any gem to clear every gem of that colour.

        Swap two specials together for a combo: two lines make a cross, a line and a bomb make a triple cross, two bombs make a 5x5 blast. A prism swapped with a special turns every gem of that colour into that special.

        Read the fight

        The plate under the enemy shows its next move and when it lands. Heavy blows hit hard: build block before them. Your two star goals sit at the top right: a gold star means you're on track, a struck-through one is lost for this fight.

        Fever

        Cascades, special gems and big hits fill the Fever meter above the board. When it's full it waits for you: tap it and your next 2 swaps deal ×1.5 damage. Save it for a big board or a dangerous turn.

        Enemy twists

        Every enemy has a trick, shown on its level card. Square pips always count down turns: spored gems rot when theirs run out, the goblin keeps your gold when its sack's run out. Answering a twist pays: poison the Spore Cap by matching spored gems, stun a howling wolf by blocking the whole bite, chase off the Alpha's pup with swords for crystals.

        Stamina

        Battles cost stamina only when you win (a loss costs 1), and it refills over time, even with the game closed.

        The journey

        Each level on the map (1-1, 1-2, …) is one battle worth up to 3 stars: one for winning, and one for each of the level's two goals. Stars earn crystals, every win earns gold, and each stage ends in a boss that grants a relic and the stage's reward chest the first time you beat it. Clear a level to unlock the next one. Skills cost mana and don't use up your turn.