![]() You basically have to find and retry (or go watch some replays to get a strategy) to use a minimalist setup with your wide variety of towers so you can plunk down 10 missile towers, because nothing is going to work at all against the final 5 or so bosses except missiles. There are some annoying things - towers turn so slowly waves are not repeatable meaning you can just redo a wave exactly the same way & you'll get different results fast forward seems to exacerbate this.īut then it introduces what I affectionately term "the meatshield boss" which invalidates any pathing / tower variety / etc you might have employed. A lot to like in a TD game, with a lot of variety in waves, the auto-save feature in between waves so you can retry a wave if something slips through, a variety of towers to make you think about how to do it, etc. ![]() The first 10 or so levels are pretty decent. Not graphically but in terms of function. For instance, the first, third and fourth towers here are COPIES of the first, third and fourth towers from Defense Grid. * NO RAW STATS FOR ANYTHING (Not damage numbers, not firing rates, NOTHING!)Īlso, I should point out the game heavily borrows design concepts from other better TD games. * Towers select RANDOM targets, not targets closest to the end of their run, meaning luck plays a huge factor in how well you do rather than skill * One hit death: You take ONE POINT of damage, you lose and have to do the wave over * Enemies do not path in ways which make sense * UI is not as straightforward to use as it looks I only played for 10 minutes and ran into several design issues: However, I cannot recommend this game because it has serious design flaws. Programmtically, this game has no major technical issues. These two aspects alone are a deal-breaker for ANY tower defence game!Īrtistically, this game is fine. TL DR: No raw stats for anything and towers select random targets instead of the most threatening. This takes you back to the point when you've already made the mistake(s) and invested all your credits. Sucks if you cannot read the dev's mind.Īnd while I'm at it: The most insulting "feature" I've ever seen in any game is the option to "restart a wave" in this game. You'll have to guess and guess until you've finally figured out the one strategy the dev actually tested. And that other one? That doesn't work either. That strategy you just thought of? Yeah, that doesn't work. The later levels require a very specific maze with very specific towers and a very specific upgrade path. All of a sudden there was this colossal difficulty spike. It works almost so well that the game seemed to easy initially. ![]() You're free to come up with your own strategies. They don't allow you to bring all of your towers. This is one of those TD games that doesn't narrow down your options too much. The map does not scroll.įor all of these reasons, the difficulty of the game is due to Design Flaws and Not clever design. It's just annoying how many hours it can take to finish 1 mission after you do get it on lockdown.Īnother problem is enemies can walk off the screen, so you can't even see them. Note to the designers: Do 10 waves WELL, instead of 45 waves SLOPPILY. This gets frustrating since the levels are SO long (45 waves at level 7). 1 mistake can cost you the mission and you have to restart, making it very difficult to optimize your bases. ![]() You cannot 'Undo' tower placements without selling them for a loss. There's no backspace function like in Defense Grid. It's not a problem during the setup rounds between waves, but mid wave it's harder than it should be to set up a tower. Like other people said the controls are clunky. Instead it spikes randomly in waves: easy easy easy HARD easy easy INSANE, etc. The dificulty doesn't ramp up like it should: easy medium hard insane. Another example is often when you do scrape by those difficult waves, the next 8-10 waves will be super easy enemies that you faced earlier in the level. Now all of a sudden you need 6-7 towers just to barely scrape by. ![]() Suddenly waves 11 and 12 are next to impossible, even if you've been saving the max resources per round. For example on level 7, waves 1-10 are easy and can be beaten with 3-4 towers. It often depends on the direction your towers are facing when you start a wave, because they take sooo long to turn around and face the enemy.Īnother design flaw is badly tiered difficulty of waves. For example you can run a wave once and be unsuccessful, and run it a second time (with the exact same setup) and be successful. The difficulty people are talking about is not due to clever design but due to annoying 'features' (bad design). ![]()
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