
Take on wild beasts, ruthless soldiers, and ancient gods in this 2D Action-Platformer inspired by Tower-Defense combat.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
It gets boring very quickly.
[h3]<神盾捍卫者> 有机翻汉化 ···玩了几下,不怎么想玩,就感觉塔防太累了··· 2D探索+塔防+升级要素。 [/h3] 玩家作为遗迹猎人需要在探索中收集2类材料。 搜集后一类进行升级炮台,一类进行购买。 搜集过程就是探索打怪,找到需要保护的遗迹。 战斗也很神奇,两种颜色对应不同武器。 颜色对了攻击力x3,不对触发防御只有1x攻击力。 找到要保护的遗迹或者物品后进入塔防模式保护遗迹一段时间。 建设炮台和陷阱防御几波敌人。 最后赢得战斗后回到营地。 在营地里存档升级购买高级武器。 这游戏剧情很特别,背景故事是一章节一章节解锁的。 同时穿插在游戏的关卡里。 [spoiler] 1、不朽 千年前人类和古代机器相遇后对强大、美丽、不朽感到敬畏。 火山口森林 1.1-枯竭的废墟 外公巴特和孙女克鲁在废墟中探索,并收集资源和材料。 回到营地和安布尔进行交易,但安布尔告诉巴特和克鲁她要搬离了,为了生计巴特和克鲁也跟着一块走。 2、众神的统治 永恒无敌无限智慧不朽被奉为神,随着时间流逝他们的氏族变成了国家,不朽则成为统治者。有略施小计引导人类的,也有无情执行命令的。 1.2-东部边境 主角们在这里找到了无人机同伴柯波。柯波有固定的任务,目标在东南约158km处。 3、弑神者 并不是所有人都盲目信仰不朽,侯扎伊曾是闪的牧师。 后来被流放到边境,在一个遗忘的地方他发现了不朽的秘密 并知晓如何杀死神。 [/spoiler]
Platforming doesn't feel right because it lacks inertia, which makes it feel like a mid NES game. The weapons are weak and the tower-defence segments are needlessly stressful due to a time limit during you've to tediously collect the same resources again and build some towers. And WHY do the devs feel the need to have dropped loot from enemies disappear after only 5 seconds!? It also doesn't help that that loot jump out of the corpse in an arc which can cause the loot to drop into a deadly hazard (like spikes). The writing is so-so, the music is annoying, the visuals are alright.
This is a platforming game that is not really balanced for single player play
It's an interesting idea but at some point becomes extreamly monotonous. You start juggling between characters trying to get the turrets up and shoot everything but it's just not that fun. The one item that also annoyed me the most is that in the final level I discovered that if you have too many turrets it starts disspawning the first ones.
I don't understand why it has the Tower Defense or Strategy tags. It is neither. It's a platformer with multiple characters you switch between in real time, like The Lost Vikings. You also build little turrets as you go. That does not qualify as "Tower Defense". Tower Defense is a clearly defined genre, with a build phase and a defense phase, You place objects to route enemies into paths that optimize the damage of your defensive towers, and slow enemies down, so that they spend longer getting attacked, and aren't able to just run towards the point you're defending in a straight line. If this game is a tower defense, then so is Divinity Original Sin 2, with the Summoner's totems. I'm not even going to review this game, because it's being advertized as something it's not.
Игра, которая пытается женить платформер, Tower Defense и RPG, не спрашивая их согласия. Геймплей состоит из двух фаз: 1) шкеришься по руинам, подбираешь всякое барахло. 2) в конце уровня из этого барахла лепишь оборону. В соло тяжко проходить.
Review after 100% ♡♡♡ Fun with a friend but boring alone.. thats life. ⣴⣿⣦⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⣼⣿⣿⣿⣷⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⣼⣿⣿⣿⣿⣿⣿⣿⣦⣄⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣶⣤⣤⣶⣶⣿⣿⡗ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠟⠀ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠃ ⣿⣿⡇⠜⠙⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠀⠀Got a cat here ⣿⣿⣿⣶⣿⣿⣿⣿⣿⠋⡹⠙⣿⣿⣿⡇⠀ Friends passing ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣶⣾⣿⣿⠛⠀⠀by can touch her ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⠛⠁⠀⠀and click Like to pet ♡ ⣿⣿⡿⠻⠿⠿⠿⠿⠛⠹⠑⠀⠀ Award for good luck, Take My Points for infinite pets ♡ ⠟⠁⠀
Aegis Defenders is the kind of game you usually get bundled with something you actually wanted. Easy to overlook, easy to ignore. I’m pretty sure that’s exactly how I got it through a Humble Bundle. And honestly, it surprised me in a good way. That said, I do think it’s priced a bit too high for what it offers. For the amount of content here, this feels like a $10 to $15 game despite its charm. I played my first run on Insane and it took me around 8 to 9 hours solo to clear the main story, not counting idle time. I then did a second run on Easy for the final achievement, the deathless one. On lower difficulties, you’re probably looking at 5 to 6 hours solo, maybe even 4 to 5 in co-op, which is clearly what the game was designed around. [b]Gameplay[/b] The main draw is that it’s a hybrid between a 2D platformer and a tower defense game. The tower defense side is solid. The platforming side is where most of my issues are, which is unfortunate because that makes up the majority of the game. Early on, it feels fine. You only have two characters and movement is simple. From Act 4 onward, the cracks start to show. The jump feels janky, especially near platform edges. Once you unlock Zula, her dash becomes essential but also the jankiest move in the game. There’s some old-school charm in how ground dash and air dash don’t share a cooldown, letting you chain them in certain situations. The problem is that later levels are more vertical than horizontal, so you rarely get to fully use that freedom. Before each defense section, you gather resources. Early levels are simple. Later ones expect you to run across the entire map. On Insane solo, you’ll spend about 90 percent of the prep timer collecting materials, leaving almost no time to plan. Many resources are locked behind moving platforms, bubbles you must wait for, or color-coded doors only specific characters can open. The tower system revolves around four elements: blue, red, yellow, and purple. Towers are combinations of these. Enemies take drastically reduced damage if you don’t match colors, so red towers are best against red enemies and so on. Because of that, two-color combinations feel far more practical than stacking three of the same color, which usually isn’t worth the cost. The only real exception is the purple material generator, which justifies its investment. Each character can place a tower of their color and carries two weapons that deal two different elements, usually their main color and a secondary one. For example, Clu places blue towers and uses a blue gun and red bow. The rest follow the same logic. Outside of defense phases, you fight directly. Clu has a small dodge. Bart can block and repair towers, and his block is one of the strongest abilities in the game if used well. Kaiim shines when left idle with his purple weapon, covering lanes with solid damage, though actively controlling him feels weaker. Zula has the fastest dash, and her bombs can outdamage towers late game. On lower difficulties, you can lean heavily on weapons and place minimal towers. On Insane, you need both systems working together, and that balance actually feels satisfying. [b]Progression[/b] As a solo player, character switching becomes the biggest hurdle. With two characters it’s fine. With three it’s noticeable. With four it gets cumbersome. You swap using triggers or a radial wheel, and time pauses while switching, which helps. The issue is how often you’re forced to do it. You constantly leave characters behind for puzzles, switch to move platforms, switch again to unlock doors. During defense sections it gets worse. Party members can follow you or stay separated. If they follow, they barely contribute. If they stay, they attack or repair, but you must manually position each one. So you’re constantly repositioning based on enemy colors or resource needs. I spent more time swapping characters than reacting to enemies in later stages. It stops feeling dynamic and starts feeling repetitive. Even tower combinations add friction. If I want to build something like the Tri-Shooter, I have to place one tower, switch characters, combine it, and repeat for each setup. It’s novel at first but becomes tedious. There are also three bonus platforming stages accessed through NPC cameos, including one featuring Shovel Knight and another referencing Timespinner. Outside of the Shovel Knight one, these levels really highlight the platforming issues. One feels extremely unfair unless you realize you can rapidly tap jump instead of holding it. The Timespinner one is rough overall, and if you die in any bonus stage, you lose all relics collected up to that checkpoint. That doesn’t happen anywhere else in the game. If you fail late, you must return to the caravan, talk to the NPC again, and restart unless you give up your relics. It feels unnecessary. [b]Story & Characters[/b] The story starts with Clu and her grandfather Bart, both ruinhunters, who stumble upon a Kobo named Kobo while scavenging for items to sell to the Scrapmaster. [b] Major Spoilers Ahead [/b] From there, the plot revolves around helping Kobo find its “Master.” Along the way, they learn about the weapon known as the Aegis and how [spoiler]Kobo might be connected to it.[/spoiler] With Kaiim, they uncover that the [spoiler]Empire’s experiments are making the animals aggresive[/spoiler], explaining the attacks during defense sections. After trying to flee on Amber’s caravan, the party is [spoiler]shot down and crashes in the Nereis Desert.[/spoiler] When they wake up, [spoiler]Kobo and Amber are missing.[/spoiler] They later defend Amber from bandits led by Zula, a former princess turned thief. The Empire destroyed her kingdom, and Kaiim’s people suffered the same fate. While protecting her sister, Zula [spoiler]gives Kobo to Hozai, the emperor.[/spoiler] Hozai [spoiler]takes both Kobo and her sister, pushing the party to join forces with Zula.[/spoiler] They obtain a drill to assault a garrison, rescue children being experimented on, and find Zula’s sister being [spoiler]used to create another pilot for the Clarent, a weapon similar to the Aegis.[/spoiler] After rescuing her, they learn Hozai has taken Kobo to [spoiler]the Clarent[/spoiler] and move to confront him. There, Hozai reveals [spoiler]Clu was found inside the Clarent as a baby, meaning she and Bart are not related by blood, which also explains why the machine obeys her.[/spoiler] Clu goes with Hozai to protect the others. Later, after reuniting, she admits she has always heard voices and believes it’s [spoiler]the Aegis calling[/spoiler]. The group sets out to [spoiler]free whoever is inside it.[/spoiler] After the final showdown, the [spoiler]person inside the Aegis is freed. It’s a boy around Zula’s sister’s age who retains the memories of the ancients and fully controls the Aegis. He seizes Hozai and threatens to kill him, but Bart intervenes. Hozai had earlier revealed he and Bart are brothers. After their exchange, Bart leaves Hozai trapped in the Aegis forever. The party leaves, and the ending shows them camping with the boy, whom they name Aeon.[/spoiler] The story never dives deeper into the Order of Shem, the true nature of the Aegis, the Clarent, or what Kobo really is. Kobo reunites with his master Aeon, but there’s barely any interaction between them. That lack of payoff makes the ending feel like the weakest part of the narrative. Overall, I’m satisfied. It’s a slightly above average game with a cool hybrid concept that works much better in co-op than solo. Just keep in mind it’s short and has almost zero replay value once you finish it. [b]TL;DR: A charming 2D platformer and tower defense hybrid that shines in co-op. Solid defense mechanics and likeable characters, but janky platforming, tedious solo micromanagement, and a weak ending hold it back. Short, enjoyable, slightly overpriced.[/b]
Неплохая игрушка на вечер. К сожалению игра не может похвастаться вариативностью геймплея по ходу основного сюжета, иногда возникает ощущение замкнутости в локации. Довольно проблематично проходить будучи соло-игроком, т.к. спутники не имеют возможности действовать независимо от игрока. Хотелось бы также заострить внимание на ограничение количества одновременных построек на карте (до 40 штук), при попытке построить новые - начинают исчезать старые. Похвалить можно за приятное визуальное оформление
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Audience
Languages: English*, Japanese*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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