

You're told that The Forgotten plans to lure another wizard, and that with the power of both wizards combined, it will finally be powerful enough to fully come into the world, which you learn will be picked up in GemCraft Chapter Two. It possesses you, and you become the mad wizard in One. In the end, you take the gem and realize that its power has been used to imprison an ancient, powerful evil, The Forgotten. The wizard council tries to hide information about it and forbid you from finding it, but you ignore them and search out the gem anyway. In Zero, you are a wizard in search of the Gem of Eternity. You're then told that it is going to take you to the east, to unleash more havoc. When you get to the end, you find that something called "The Forgotten" has possessed this other wizard, but it decides that you're a better host, so it kills the other wizard and possesses you.

You battle your way across the land, clearing towers of monsters. (Slight spoilers ahead, but the story isn't what the game is about.) At the beginning of One, you find out that there is a wizard in the east who has unleashed monsters for some unknown reason. But there are also more substantive changes, like greatly expanding the number of skills, and introducing nine (well, ten) different ways to play each level.Īnd for a tower-defense game, there's actually a bit of a story building up over the series. There are little touches that make life easier, like being able to call multiple waves early with a single click, and being able to combine gems in towers instead of needing to remove them from towers to combine. Zero is a vast leap over One in many ways. GemCraft Chapter Zero is a tower-defense game, a prequel to the original GemCraft Chapter One: The Forgotten. I'll use headers for organization, since this is going to be long. As I mentioned in my last post, I finally won GemCraft Chapter Zero, so I feel like I can post about it now.
