
castle idler is a short, relaxing incremental tower defense game with no waves. upgrade towers, collect coins, and unlock powerful prestige upgrades to defend your castle.
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About
castle idler is a short, relaxing incremental tower defense game with no waves. upgrade towers, collect coins, and unlock powerful prestige upgrades to defend your castle.
deploy a variety of towers along winding paths and continuously upgrade them.
progress through increasingly difficult levels with trickier paths and tougher enemies.
unlock powerful prestige upgrades that make your defenses exponentially stronger.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Simplified Chinese, Russian, Polish, Korean, Italian, Indonesian +1 more
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
[h1] 披着增量放置皮的传统塔防闯关 [/h1] 游戏商店的简介中有这样一句话:[i] 《城堡放置》是一款简短轻松的无波次增量塔防游戏。 [/i]但实际玩下来,这其实是个既不轻松、又不增量,更不放置的游戏。 游戏的玩法是固定路线的解谜式塔防,胜利条件是连杀一定数量的敌人。当数量达标后,就会[b] 自动 [/b]进入下一关,游戏内一共有33关,并且每关的地形和塔位都会进行变动[spoiler] 虽然都很有既视感,但确实不一样(换句话说就是没啥大区分度) [/spoiler],同时怪物的生命值每关都近乎成倍增长。 而这就带来了第一个问题: [h3] 不必要的重复操作 [/h3] 因为每关都是一张新地图,所以当你进入下一关之后就要对塔重新部署,而这游戏的波次是自动出的,也就是说在你新到一张图、布局还没看清的情况下,怪已经开始冒尖了。 在游戏中共有五种不同的基础塔,根据后续的Build可以往不同方向发展,而塔防游戏的升级机制就注定了在非资源溢出的情况下,这必然会是以某个塔为核心的四保一。 游戏的设计也确实如此,在布局合理的情况下伤害能升至原先的数倍乃至数十倍,这就刚需塔对敌人进行集火,而游戏中塔的攻击范围不一,从小范围到全图一应俱全,再搭配上仅能选择前后的脑溢血索敌和0部署时间的设计,这就意味着整个游戏过程中都在和敌人“抢滩登陆”。只要有怪物突破防线,立刻就会出现各打各的的情况,从而演变成一只怪都杀不死,金币获取大幅下降的恶性循环,而在能连杀的情况下又会很快步入下一关,进而继续上面的循环。 于是整个游戏体验下来给人的感觉就是心累,话虽如此,但如果是以通关为导向的话,并不会产生太多负面影响,其原因就在于游戏系统的整体设计: [h3] 浮于表面的增量设计 [/h3] 在许多情况下,增量游戏的设计都是和放置要素高度绑定的[spoiler] 例外也有,但这里不进行阐述 [/spoiler],上文已经论述了它放置要素的缺陷,那么这是否算是一个增量游戏?既是,也不是。 以刻板的眼光来看,一款增量游戏会有什么特性呢?个人以为,应该有以下七点: [olist] [*]可通过简单重复劳动获取的资源 [*]逐级解锁、可以升级的建筑 [*]通过转生获取的全局加成 [*]以游戏中各种代币解锁的天赋树 [*]重置后效率或是自动化的显著存在感 [*]可触的软/硬上限 [*]指数增长的大数字 [/olist] 事实上,本作或多或少都有沾边,但体现出来却不尽如人意 虽然在转生中加入了“每当敌人被击中时获得金币”的成长内容,但这种低保就算在最后一关、完全成长完后也只在 百~千/s 这个程度蠕动。虽然击杀的收益大概在十几万左右,但如果能稳定造成击杀,又会很快步入下一关,也是一根筋变两头堵的设计了。 虽然五种塔都能通过金币进行升级各种属性,但相对于固定的金币获取,升级的金币需求是稳定的倍数,大概以伤害3倍、攻速2倍、特效3倍的每级需求翻倍增量。同时升级的数值给的全是相同的固定值(或者说基础值的百分比),也完全没有传统的每逢整数、或是特殊等级就会有里程碑突破等相关要素。这也是为什么上文说以通关为导向不会产生太多负面影响,因为在这种设计下,单局游戏内的属性很快就能达到它的软上限,然后再无寸进,几乎不存在你现在打不过挂一会就打过了这回事。 所以你可能看出来了,本作的设计理念更偏向于《糯米团子历代记》和《Kiwi Clicker》这种,依靠天赋树构筑Build来造成质变通关的类型。但抛开其他素质的差异不谈,实际天赋树的构筑也相当简单粗暴,体验完总结下来就五个字“易伤和数值”,最后一层更是演都不演了,直接来了个A一下debuff层数加倍的设计。 所以实际体验下来,你几乎体验不到增量游戏那种“指数级成长”的快感,涨的飞快的只有所需金币。而游戏总体的流程时间也支撑不起增量的玩法。但游戏宣传的“简短”倒确实名副其实,我总计游玩约40小时(大部分时间挂在后台),而第一次通关后重开新档,从头打到尾一共仅用时1小时55分钟。 总的来说这款游戏基本是为了增量而增量,为了放置而放置[spoiler] 什么教条主义游戏 [/spoiler],本质小品闯关塔防。但从塔防游戏的角度看,这个价格(指20%off)买一个33关的小品塔防,也还算可以接受。如果是被塔防玩法吸引,见仁见智吧。但如果是和我一样冲放置玩法来的,那么回答是:[b] 完全不行 [/b]。
Played a lot of idlers and a tower defense idler seem fun, but this is just boring (which I know sounds crazy for a idler). The prestige loop is unsatisfying and the tower defense is very basic.
[h1][b]Way too SHORT!!![/b][/h1]
Very crude but fun puzzle game which similar to Gnorp Apologue. You should know the game tag is wrong. Tower defense puzzle with some incremental taste. Not an idler.
It has good mechanics and fun upgrades but the gameplay is not super engaging and it needs more completion and replay mindfulness
Da wurd gar nix steif.
This is a very bare-bones game with not very interesting mechanics.
I am not gonna finish this. It was fun for a while but the balance is not good enough for me to really care. Mostly it is just me trying to figure out what combination the dev imagined is the most effective. And that's really only because this far it seems like only one combination can do it. That or I am just not good. Which I am not.
I like the aesthetics and the overall idea, I personally think the skill tree is the strongest part of the game and like that you cant have all skills simultaneously (though I suspect that I am in the minority with that opinion). I would suggest, if the developer is open to suggestions for future games or updates, to continue to add more depth to the maps and enemies, the tower defense genre has loads of interesting ways to make each level and enemy feel more impactful and it'd be nice to see some of that. This game also has idler in the title but as far as I can tell you would get almost no benefit from letting this idle for more than a couple minutes, its more of a incremental, you cant lose, tower defense mock up of a game. For just a few bucks, as long as you know what your getting (short, not really finished, but still a bit of fun) I'd say its worth it. Maybe not worth it if you are looking for traditional tower defense or idler mechanics.
Скучно. Примитивно
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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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