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(3 edits)

Wind has a healing spell, and so does Light once you unlock the fortune teller. There's also a physical ability that creates heal gems. Also, Earth is very good at moving gems, which can help generate larger groupings of heal gems if you really need to heal.

Water is generally pretty weak early, though I'm told it's powerful in later chapters (wouldn't know because I'm not a Patron).

The best defensive combination might actually be Earth/Wind, which gives you Rock enchant that can reduce enemy actions, Air enchant which can nullify enemy matches, physical resist gems from Earth, a heal from Wind, multiple ways to move gems (either specific gems or randomly) from both Earth and Wind, and Wind damage that will swap Rock gems with another gem randomly.

(1 edit)

Thanks, I ll be sure to keep your advice in mind when the game comes out. I havent played the demo for months now, since I rather experience the full package instead. Thanks 👍

(+1)

I should explain this somewhere in the game, but attacking an enemy with Wind element damage while friendly [Rock] gems on the board will also randomly move some friendly [Rock] gems to a matchable position.

You can use this to either take advantage of matching those gems yourself, or force the opponent to make a match or avoid making that match.

- Punipen

Oh, I didn't realize there was a pattern to where they were moved. I just assumed it was completely random.