Glimmercast is a wave defence game. A crystal sits on a tower at the bottom of the screen and creatures come down at it from the dark. You aim and cast, and between shots you decide what to spend on.
THE RUN
Slimes, bats and skeletons descend, each moving differently — a bat will duck under an aim you have already committed to. Three hearts, a kill counter and a mana total sit on screen, and anything that reaches the crystal costs you a heart. Pause whenever you need to.
SPEND OR SAVE
Kills pay out in mana, and three upgrades are on the bar the whole time, each getting dearer as you buy it:
Firepower — stronger spell orbs. Every level raises the damage and shifts the orb's colour from teal through violet and gold to ember, and every fourth shot goes out as a heavier charged blast.
Wizard — a shorter cooldown between casts, so you get more shots into the same gap.
Tower — one more heart on your maximum, and it refills the hearts you have lost when you buy it.
That is the whole decision: bank mana for the upgrade you actually want, or take the cheap one now because the wave in front of you will not wait.
WHEN IT ENDS
The result card names what got through — a bat that dove under your aim, a slime that slipped past — and gives your kills, mana earned, how long you lasted and the power level you reached. A new best is marked as one. Home or straight back in.
WHAT IT DOES NOT DO
No account, no sign-up, no connection. Your best run is stored in the app on the device.
Runs last a couple of minutes, and the difference between them is what you bought and when.
Guard the crystal: aim, cast, and spend mana before the next wave.