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As simple as it should be

  • calunio
  • 04/07/2011 11:46 PM
  • 1285 views
I had never played tower defense before. In truth, I got acquainted with the term when people called Beautiful Escape: Dungeoneer's torture puzzle "tower defense" of sorts.

But then...

<Calunio> I should play something right now
<Calunio> from RMN
<Calunio> suggestions?
<kentona> http://rpgmaker.net/games/2756/ (this game page)


I'm a sucker for puzzles. I am highly likely to get addicted to a good puzzle when I find one. This is definitely a good puzzle. It is unfair that I judge it based on the main concept, because tower defense is by no means unique to this game. But then again, I have never played another one to have a parameter for comparison, so all I'll do is judge it based on my experience.

I really liked this game. My first impression of it is that it was very crude. There are only three levels (corresponding to three different maps), and at each one you can pick how many waves of enemies you'll try to hold before winning. There's not difficulty level, no further customization, no nothing.

Your goal is basically to prevent enemy units from reaching your base (border of the map). They come from the opposite border of the map and follow a fixed path. All you have to do is place your own units, which will automatically attack enemies as they walk by. That's all.

There are only four purchasable units, and they're fairly different from each other. You can upgrade each up to level 3. So the strategy level of the game comes down to wisely spending your money and placing your units.

I really missed some instructions, but with little time I learned everything about this game intuitively. It's not really complex. I was afraid I would get tired of this game quickly because there isn't anything new after a short while, no sense of advancement of progress, no further customization. But I was wrong. I couldn't stop playing it for hours. The best I got was 52 waves before I died.


This is me about to die.


Like its mechanics, this game's interface is very simple and clean. Relevant objects on the map are easily recognizable, there are no polluting objects on screen. There are also no sound effects, which I actually liked, cause they could get annoying with time.

I guess my only suggestions would be:

1 - Instructions of any kind... maybe a text file?
2 - Difficulty levels. There's no warm-up, the game is too hard and merciless for beginners, even on 10 waves.
3 - Maybe a little more variance. I liked the simplicity, but it was too much.

Final words: This is a great addictive puzzle game.

Posts

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Thank you. I'm very much appreciated that you made a second review for this game!!!

It almost makes me want to do a follow up where I address all of the concerns and add more units and levels (which I had always planned to do but then got sidetracked, and released it anyways).

Its also an older game of mine and I know I could do much better today. :)
Even if you're running newer projects, you should definitely make more levels to this one. That's something you could do in a few minutes, I guess. 10 levels. New units are not really important.

But if you do intend to release another version, you might consider adding instructions, and maybe a tutorial level.
I think you have the wrong gamepage link, it leads to legend of libarece.
author=ldida1
I think you have the wrong gamepage link, it leads to legend of libarece.


Fixed! Thanks.
Yeah, that other game was kentona's first suggestion, which I kindly declined.
Hey, you've inspired me to work on an updated version of this game!

It has:
map scrolling w/ mouse.
6 levels. (2x more)
updated graphics.
optimized code (=more stuff on screen).
200 enemy survival mode.
more songs, rather than just one repeating.
better enemy health bars.
tweaks to the balancing (much easier to begin with so that higher waves are reached a little sooner).
right clicking on an enemy will force-fight that target. (useful for sniper).
rocket launcher turret.

It might have:
bosses.
more 'spells' (if you didn't notice them before). I might remove them altogether.
more turrets (hard to come up with interesting ideas b/c these five are balanced fairly well).
Awesome! Just be careful not to overdo it!

Like
optimized code (=more stuff on screen).

I don't think that's really necessary.
author=calunio
optimized code (=more stuff on screen).
I don't think that's really necessary.

Uhh... thats definitely not!!! The code was really bad at some places. Unless you have a fast computer, at around waves 30-50 my older computer slowed down a lot. Also, I did get better at programming over the years. I find it strange you call an improvement unnecessary <blank stare>. (It makes 200 enemy survival possible on my computer).
Well, I had no lags of any kind. Like I said, I thought the cleanliness of the screen was a positive aspect of this game. "more stuff on screen" is not really an improvement in my opinion.
author=calunio
Well, I had no lags of any kind. Like I said, I thought the cleanliness of the screen was a positive aspect of this game. "more stuff on screen" is not really an improvement in my opinion.


I don't mean clutter. I mean more bullets, enemies, and turrets can be drawn on screen. This doesn't dirty the screen, I think you're thinking too hard on it. :P

Check out the screenshot in the screenshots thread for a look, because it really hasn't changed (in its fundamentals, that is).
Oh, ok. Looks great! Can't wait!

Release date?
author=calunio
Oh, ok. Looks great! Can't wait!

Release date?


Quite soon. Quite soon.
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