
A completely different take on the tower defense genre. Combining it with the Puzzle genre, making for a difficult game. Buy traps, bombs, turrets and walls and place them in optimal positions to defend against enemies.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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
I'm going through my entire library and putting a minimum of an hour into each game and then reviewing them, here is mine for Bomb Defence: It would take far too long to list everything wrong with this game. So I am going to instead write out what they did correctly. 1: There is a cat. This is the most lazy and shoddy attempt at game development I have ever seen. If I ever get a chance to meet the developer I want to find a way to rub his nose in the game like a dog who just ♥♥♥♥ on the carpet. My rage is palpable right now. Not at the game but the person who made this and thought "Yeah, this is a good game, I'll sell this. What is a reasonable price for this pos? I know! $8.00." I've played more well executed indie games for free on sites like gamejolt. Do not. I repeat DO NOT give this developer any money even ironically. I really don't want this to become the next bad rats.
-Boring. -Placing the traps has to be very precise and done through trial and error, which makes the game not fun. -Info in the store doesn't update correctly (e.g. on level 7 you can only use 1 bomb, but once you take one, the UI doesn't update showing you that you can't take the others, like showing 1/1 on all bombs) -There's only 3 screens (2 if you count item store and game as 1), Level select, item store(to buy defense items for the levels), game, no pausing so once you're playing you either finish the level, lose or go back to the main menu (this one is more of a lack of polish than anything else, because it doesn't really affect gameplay) All in all, I wouldn't have acquired this game if it wasn't part of the Yogscast 2017 jingle jam humble bundle
Looked like it would be a fun game. It is very tedious. You have to select the correct combination of traps and place in the right position and direction. It takes a lot of trial and error to get it right. I played several levels trying to find where it starts getting fun... never got there.
Awful game. A bomb have to be placed precisely on a path of an enemy to set off unless it's remote controlled. Timing has to be perfect for other items. 1 inch off and nope, can't hit it. There is nothing incredibly hard about the game, it's just tedious and boring.
Bomb Defense is an extremely low-quality asset-flip game with incredibly tedious game-play and idiotic mechanics. TL:DR a horrid execution of an otherwise innovative concept. The way it works is that you place bombs and traps at locations that you THINK the enemy is going to go, once you've done that you start the level and once you see that the enemies didn't go where you placed your things you re-start and place them where the enemies went, which sounds(dumb, boring, pointless) and simple enough, but you must place your traps and bombs with surgical precision, it is incredibly annoying how pixel-perfect you need to place your traps. There is no reason to require the player to place things with such accuracy, it is just maddening and tedious. The tutorial is really bad and the execution of the entire concept of the game seems to just have fallen flat on its head. The game lacks any basic things like an options menu or a pause screen. You can either be in the main-menu or in a level, that's it. I do have to give credit where credit is due though: the concept for the game is pretty innovative, but it's still horrible due to what I've already mentioned. The one thing they got right was the concept, now you just need to get everything else right, which isn't throwing assets together and calling it a day. Also I cannot fathom how this game got into and was featured in the 2017 HumbleBundle Yogscast Jingle Jam Calendar. Kinda gives me the impression that getting onto that list was based on a first-come first-serve basis with no quality-control. [h1]Curator page[/h1] [i]If you liked this review or otherwise found it helpful in deciding whether or not to buy this game, feel free to follow [url=https://store.steampowered.com/curator/29162366/]my Curator page[/url].[/i]
Bad Note: As a Game programmer & Designer in study (Not trying to shame, just hoping improvements may be made), I feel like there are a number of things that could be implemented to improve this game. 1. Why do we have a player controler for such small levels, it only add frustration, and why does mouse click override keyboard controls, if I tap up, I expect to move up. 2. Restarting, I may have missed a display, but if I hit R, it should restart the level, the levels are small, and quickly to load, even for unity, I feel there is no reason to fade out, and back in to a store menu. Additionally, not being able to save your 'weapons' until level 7 or 8, seems kinda cruel, not to mention they don't help to relieve frustration at that point, only increase it as you go, "I could have been loading the same weapons without waiting for this fading screen all this time, but the dev just didn't want me to have access!?" 3. Backstory, the kitten seems useless, even a simple cut away scene could have improved the attachment to this story prop, why are goblins attacking it, and not me? I mean, I have a body in the world after-all. Why not kidnap the kitten? Goblins move into the world, and back out. 4. Precision, considering the camera angle, outlines of where the weapons you place can affect would go a long way, and similar, 3d nature of the game, AI Pathing isn't straight forward, a key to highlight open space goblins can move through would help the user understand space they have to cover. Instead of lengthening gameplay with fading screens when they lose because apparently there is space behind some buildings. I like the idea behind the game, but the execution itself is quite poor. I got this from the Christmas Bundle, but I feel this would be better fit too a tablet release, at $2.
While the concept and design of the game itself is innovative, Bomb defense struggles in its execution with a lackluster tutorial and gameplay that quickly becomes unappealing after the initial amusement of ragdoll corpses being destroyed. This feels more like a submission to a college coding class then an actual commercial game.
I highly suggest looking for fun elsewhere. This is obviously a quick project thrown together from odd bits and ends in Unity and plastered together with the help of a child's dried out glue stick. The concept of the game is enough to make one nauseous. In order to pass each level one must first memorize the path of the monsters to then place the traps accordingly. Even if that would constitute as fun for some people, the hitboxes themselves are unforgivingly inconsistent, practically forcing the player to replay a level one hundred times in hopes that they placed a trap correctly that (n + 1)th time. I will never understand why games like this one are greenlighted and I fear for the future of this platform.
Boring. Levels too similar, graphics too plain, have to play through trial and error which means you have to do the same level 2-3 times just to get down where to place things. The hitbox is too small imo, not worth the price, luckily I got a key from a friend because otherwise I'd be annoyed. If this game interests you, I sincerely recommend you wait until it's on sale.
My Personal Game Score: 0 / 10 + Decent game graphics / design - Very bad game mechanics. - Very bad game bomb mechanics - Trash game sound effects - There is no pause menu??? - Missing lots of basic features of making a game - Not worth it
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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