
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
It's unlike any tower defense and you can't say it's related somehow, with all the semi-static traps which work only as animated without any rotation. The music beat got very tiresome for me and I just had to mute it to prevent my headache from developing further. I played through a few levels and I couldn't force myself to play any further, as it became boring and dull very quickly for me. The only way to save a game like this, is reshape and reprogram it from scratch, add interactivity and at least some AI, because all it looks like for me is a pure budget take on tower defense which was made in a few hours.
https://youtu.be/mxa30TOWkUw At the core, this puzzle game is built around constant trial and error. The limited level budgets restrict players to figuring out a specific solution instead of finding their own.
Actual homework would be more satisfying than trying to solve the vague timing and setup required to unexcitedly pass these levels
This is a tower defense game that does not use a grid system. It does not mark enemies' paths. It lacks essential quality-of-life features. And it's coded in such a way that the enemies are inconsistent in their behavior each time you start a wave. For instance: I want to place a wall to block a doorway. The doorway is larger than the wall, meaning I need to make sure to position the wall in the middle of the doorway. There is no indicator as for when I've successfully blocked off the pathway versus when I've left too large a gap on one side or the other for the enemies to pass through. This would be solved with a live-updating enemy path indicator, but that doesn't exist in this game. So I place the wall down, only to realize it's not in the right spot. If I notice the mistake quickly, there is an undo button, but that button is inconsistent and doesn't always operate properly, and I cannot pick up anything I put down. Meaning this wall is stuck in the wrong spot and I have to either restart the level or load a save (you only unlock the ability to save after level 8 for some reason). This wall being a headache to place correctly wouldn't be a problem on a grid system, but this game doesn't use that. (Larger walls, smaller doorways, or a geometry snap-to system would also mitigate much of this problem.) So I've finally set everything up. All my traps are down, and now I save and release the wave. Only whoops, something is wrong, so I load the save... but I cannot undo anything, and I cannot pick up anything I placed. And because we only get one save slot per level, I am forced to restart the entire level, placing everything back, just to correct the placement of one trap. (Which of course means I'm going to wind up making a different mistake when placing one of the other traps, since this game doesn't remember where you placed traps outside of the single save slot you get.) By the way, you're timed during your build-phase. It's a relatively generous timer and I've never encountered it reaching zero, but it exists. So just keep in mind, while I'm wiggling back and forth trying to find the perfect spot for this wall to go down, that I am running out a clock. I cannot control the camera angle. I can zoom in and out a little, as well as pan the camera left and right, on larger maps... but I cannot change the camera angle, meaning I cannot always see what I'm doing, making it very difficult to line up the perfect spot for the wall to be placed at. But at last, I do it. I place the wall, save the level, and then release the wave. And huzzah, the enemies do not go through the wall. At last! I load the save and continue placing traps, wandering over to the other side of the map. I perfect all of that, and save the game again, before sitting back to watch my glorious accomplishment... only to find a monster has gone past that same wall I set. Somehow, it's bypassed the wall. I move over to watch carefully, only to find it doesn't happen again. My suspicion is that, on larger maps, the game will not properly load certain structures you've placed if the camera isn't on them. I have not confirmed this, but I can say with confidence that I have ran the same mission with the same trap placements multiple times, and I've encountered multiple instances of enemies behaving inconsistently. Meaning it's theoretically possible to have a perfect trap setup, only for enemies to path slightly differently for one reason or another, ruining everything. Perhaps it's due to Unity fluctuating in framerate. Perhaps it's due to some spaghetti code somewhere. But why is irrelevant - it happens. This is not to mention how sometimes the inventory button vanishes; how it's finicky to flip through your equipped traps; how some traps seem to have hitboxes which aren't properly aligned with their models... I could go on. Long story short: Conceptually, a tower defense game with a single wave, in an open environment, without a grid system... it's a cute idea. This could theoretically work. But the walls would either need to snap to geometry, or be much bigger, or the maps would all need to have much smaller hallways. The enemies would need to have arrows on the floor indicating the full path they're going to take, which would need to update as you place traps... or at the very least, have an indicator when they're successfully blocked off. And it *needs* quality of life improvements for its user interface. This game is frustrating to no end. I felt like I was fighting the game every time I tried anything, and that is not a good feeling to have. I cannot in good conscience, recommend this game to anyone in its current state.
It's terrible
Like many, I got this game in a Humble Bundle years ago and booted it up recently. The first few levels were okay, but it spikes so early. I got to Level 6 on recommended mode and hit a wall. I look over to the page and guides and there is nothing but negative reviews and no guides. It's a low-quality asset flip/high-end flash game, which isn't necessarily bad if the gameplay is engaging. In Bomb Defense, it isn't. The developers probably don't care anymore and aren't looking at the page, but if there was at least a walkthrough or hints to the levels that made the game beatable, I could at least justify my playtime with achievements. I can't imagine what Gold mode looks like. Is this game even beatable?
Even if this game was polished it would barely be worth $1. It is completely frustrating and you barely have control over whether you win or lose. You fate depends on whether or not a swinging pendulum happens to knock down a goblin with no way to judge timing. If you mess up, you can't adjust your placement, everything resets and you have to start over.
屎一样的画面和操控体验,最高难度某些关卡,塔的摆放位置和角度差1毫米,1度都不行,这不玩策略,这是要拿着尺子量着玩!不推荐,慈善包可以考虑+1,没有云存档!
To much of this game require a lot of luck and RNG.
Beznadziejne.
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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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