Compare Gyromancer prices across 50+ stores and find the best deal. Developed by Square Enix. Published by Square Enix. Released on 11/18/2009. Available on PC. Genres: RPG. Metacritic score: 71/100.

Puzzle Quest meets Square Enix in a gem-twisting RPG that starts casual and quietly turns into a board-reading mind game. Bejeweled fans will be surprised; CRPG purists will be frustrated by the thin story.

My first instinct walking into Gyromancer was that this would be a lazy cash-in dressed in Square Enix livery. I was half right. The puzzle loop is deeper than it looks, but the RPG wrapper is thinner than a paper summon scroll, and that tension is the whole story of this game. The core is a Bejeweled Twist-style battle system dropped onto an 8x8 gem grid. You rotate clockwise groups of four jewels, chaining same-color matches to fill your summon's ability gauge. When that gauge peaks, a special power gem appears on the board, and clearing it activates your monster's skill, ranging from direct damage to poison to outright stealing an enemy buff and reflecting it back. The enemy runs its own parallel gauge, so every idle rotation, every move that matches nothing, accelerates their attack bar. This "Idle Twist" penalty arrives around stage three without much warning and reframes the whole experience: what looked like a breezy match-three suddenly becomes a slow, deliberate board-reading exercise where panicking costs you the fight. That shift is genuine and interesting. That the tutorial buries or ignores it entirely is a design embarrassment. You play as Rivel, a summoner mage tasked by the crown with hunting down the rebel group Temperance through the enchanted forest of Aldemona Wood. You bring three summoned creatures into each stage and pick one at the start of every encounter, with elemental rock-paper-scissors affecting starting stats. Purple-affinity creatures have no elemental weakness, which means any player who reads the rules quickly gravitates toward keeping a purple beast in rotation, reducing what could have been a rich squad-building layer into a fairly obvious optimization. Monsters level up from use and have fixed skill sets you cannot customize, so late-game you're mostly leveling what already works rather than experimenting. The sense of progression feels like filling bars rather than growing a roster. Puzzle Quest, the direct inspiration, did this substantially better by tying level-ups to new spells and attribute choices. Here, the RPG ceiling is low. What Gyromancer does well is atmosphere, in small doses. The monster portrait art is legitimately impressive, full of chimeric dark-fantasy creatures rendered in Square Enix's recognizable style. The Tsuyoshi Sekito soundtrack leans into dramatic orchestral territory that sounds closer to Final Fantasy Tactics than a PopCap title. The story, however, is a storybook cutscene affair with static portraits and no voice acting, built around a plot where the villain's name is nearly unpronounceable and the motivation is generic political grievance. It functions as connective tissue, nothing more. If you're here expecting narrative payoff, redirect your evening toward something else entirely. On the technical side: the PC version has a serious save-data vulnerability where Steam's file verification will overwrite your progress with blank saves. Back up manually and frequently. The game also lacks controller support on PC, something the Xbox 360 version had. These are old problems with no patches forthcoming, so go in with eyes open. Gyromancer is for patient puzzle players who can tolerate thin worldbuilding in exchange for a battle system that quietly earns its teeth. It is not for RPG fans hoping for character depth, build variety past hour five, or a story worth finishing. At under twenty hours total, it respects your time even when it tests your patience. Monika, Scout Team

Gyromancer
RPG

Gyromancer

Nov 18, 2009Square Enix
GamerScout Says

Puzzle Quest meets Square Enix in a gem-twisting RPG that starts casual and quietly turns into a board-reading mind game. Bejeweled fans will be surprised; CRPG purists will be frustrated by the thin story.

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About Gyromancer

My first instinct walking into Gyromancer was that this would be a lazy cash-in dressed in Square Enix livery. I was half right. The puzzle loop is deeper than it looks, but the RPG wrapper is thinner than a paper summon scroll, and that tension is the whole story of this game. The core is a Bejeweled Twist-style battle system dropped onto an 8x8 gem grid. You rotate clockwise groups of four jewels, chaining same-color matches to fill your summon's ability gauge. When that gauge peaks, a special power gem appears on the board, and clearing it activates your monster's skill, ranging from direct damage to poison to outright stealing an enemy buff and reflecting it back. The enemy runs its own parallel gauge, so every idle rotation, every move that matches nothing, accelerates their attack bar. This "Idle Twist" penalty arrives around stage three without much warning and reframes the whole experience: what looked like a breezy match-three suddenly becomes a slow, deliberate board-reading exercise where panicking costs you the fight. That shift is genuine and interesting. That the tutorial buries or ignores it entirely is a design embarrassment. You play as Rivel, a summoner mage tasked by the crown with hunting down the rebel group Temperance through the enchanted forest of Aldemona Wood. You bring three summoned creatures into each stage and pick one at the start of every encounter, with elemental rock-paper-scissors affecting starting stats. Purple-affinity creatures have no elemental weakness, which means any player who reads the rules quickly gravitates toward keeping a purple beast in rotation, reducing what could have been a rich squad-building layer into a fairly obvious optimization. Monsters level up from use and have fixed skill sets you cannot customize, so late-game you're mostly leveling what already works rather than experimenting. The sense of progression feels like filling bars rather than growing a roster. Puzzle Quest, the direct inspiration, did this substantially better by tying level-ups to new spells and attribute choices. Here, the RPG ceiling is low. What Gyromancer does well is atmosphere, in small doses. The monster portrait art is legitimately impressive, full of chimeric dark-fantasy creatures rendered in Square Enix's recognizable style. The Tsuyoshi Sekito soundtrack leans into dramatic orchestral territory that sounds closer to Final Fantasy Tactics than a PopCap title. The story, however, is a storybook cutscene affair with static portraits and no voice acting, built around a plot where the villain's name is nearly unpronounceable and the motivation is generic political grievance. It functions as connective tissue, nothing more. If you're here expecting narrative payoff, redirect your evening toward something else entirely. On the technical side: the PC version has a serious save-data vulnerability where Steam's file verification will overwrite your progress with blank saves. Back up manually and frequently. The game also lacks controller support on PC, something the Xbox 360 version had. These are old problems with no patches forthcoming, so go in with eyes open. Gyromancer is for patient puzzle players who can tolerate thin worldbuilding in exchange for a battle system that quietly earns its teeth. It is not for RPG fans hoping for character depth, build variety past hour five, or a story worth finishing. At under twenty hours total, it respects your time even when it tests your patience. Monika, Scout Team

Tags

singleplayertier:aaaPuzzle-RPGBejeweled-styleMonster SummoningElemental SystemNode-Based MapIdle Twist MechanicDark Fantasy

System Requirements

Minimum

OS
Windows Vista, XP
Sound
9.0c Compatible
Memory
512MB
Graphics
DirectX 9 compatible video card with Shader model 2.0 Capability
DirectX®
9.0c
Processor
2.4 GHz
Hard Drive
170MB

Reviews & Ratings

Metacritic
71

Game Info

Developer
Square Enix
Publisher
Square Enix
Release Date
Nov 18, 2009

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