
DPSWTF is a base defense game with roguelike elements, where instead of placing towers, you build the best tower of them all. Combine the best projectiles with effective modifiers and push back the incoming hordes. Research them all to conquer the secrets of the Great North!
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About
Genres
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
EDIT, May 3rd, '22: First off, holy carp, I got a dev reply. Second, off, wait, highest rated?? Nifty. Third and way more important than all the nonsense and waffling: an actual update to my review after sinking a bunch more time into the game today (around two hours at time of writing this edit) and finally reaching, although not [i]beating[/i] wave 50. To start with (and in direct response to that reply below), while I don't agree that 'every single facet of the game' has been improved and don't know that I agree it's even been redone unless that means back-end work, I [i]will[/i] agree that things have been updated and mixed around. I don't know what the nuke is, and the discipline thing seems....meh. Anyway, is it enough to flip my review to a positive one? Erm, no; the fundamental statement that the game is basically a slot machine hasn't actually changed. Enemies still spawn in random patterns and the gun still ignores your pitiful wishes that it would shoot the thing coming up the center lane when it's busy lavishing the walls above and below with storms of fire and ice. Losing still feels like the game rolling a die and deciding to destroy you, rather than you failing to play the game well because it's [i]all[/i] still RNG-based; there's no skill in the game failing to give you anything you can use. The Desired/Undesired system has apparently been totally reworked, but putting things in the 'desired' box still didn't make them come up any more often that I noticed—likely because there's so many items that [i]can[/i] drop that the drop rates are all terrible—although the 'undesired' box did successfully cause all of a particular weapon to entirely vanish from the game, which I admit is the desired outcome, so....progress? And speaking of drops, it's [i]still[/i] a constant and unrelenting spam of one-star parts you don't need and can't use that, along with the two and three star parts you could, don't drop in large enough numbers to upgrade, even ignoring that some of the parts added with recent updates are blatantly [i]worse[/i] at two-stars compared to using two single-star parts, to the point that using one less gun slot doesn't actually make up for it. Anyway, moving on. Boss freeze immunity has been reworked, instead of being a flat imperviousness to the effect, freeze now lasts about as long as it takes for a three-star knockback to shove the boss back.... Which means there's still little point in including it, and since the drop rate on the freeze effect seems to have been reduced quite a lot, that's probably just as well, 'cause you won't be finding it anyway. Next, next, next.... Oh, yes, the grasshopper enemy! Gods be praised, for it seems to be fixed and no longer hangs out in the back half of the map needlessly drawing out your waves. This is very good, and I was quite pleased to see it. I was [i]less[/i] pleased to see that the behaviour is replicated by [i]another[/i] enemy, the ridiculously fast-moving porcumouse-thing. It's a red mouse with spikes and a silly name that I don't recall off the top of my head, and it has a routine tendency to enter the map....and then turn one-hundred eighty degrees and run right the heck back off the map again, in a game where enemies on the right side of a line on the right side of the field are immune to damage. And finally, the petty complaint. The damage numbers complaint: You can see your damage numbers now! Sort of. What you can see is the damage you're doing to enemies and it's hidden in the options screen. So, bit of an issue here (only seeing them in-wave is one, but) if you can't see them between waves, how do you tell at a glance that your gun is better without maybe losing the game to find out? In closing: still a slot machine; still nothing like flash-based wave defence games of old; still have high hopes for it becoming something awesome; can't recommend. [i]Original review below:[/i] It's an interesting game, and the premise is sort of cool, but the absolute and total lack of player agency means that you're seldom going to actually see any of the possible cool combos. To start with, it's a [i]wave defence[/i] game, not a [i]tower defence[/i] game. There are no towers; you're just upgrading a single gun for a given value of 'upgrading'. Regardless of what it looks like, this is basically a slot machine. RNG has full governance over what you [i]can[/i] put in your gun, and then it has full governance over the pattern in which enemies spawn, and [i]then[/i] it has total control over where your gun even fires and it feels utterly infuriating to have an enemy your gun absolutely can oneshot make a completely unharassed bull rush right up the center of the 'map' because your gun isn't firing on the center lanes. Or worse, in the waves between fifteen or so and thirty, where it just stops firing on trajectories able to hit the bottom third of the 'map', so if you don't have enough bounce enemies in that region are guaranteed to kill you. And then there are the grasshopper-y enemies that sometimes just..... stop moving. For up to a minute at a stretch. Before they enter the visible part of the map where your gun can hit them. On top of that, the game actually, really gets [i]worse[/i] the further you get into things. See, you [i]start[/i] with a given set of items and slowly unlock more. But between the rarity system, the aggressively limited inventory system, the aggressively limited upgrade system, and the largely uncontrollable part-RNG, what this means is that by your tenth unlock or so the ability to make any sort of 'build' has flung itself out a window into the heart of an erupting volcano. It's just a constant spam of 1-star parts you don't need in numbers too small to try to upgrade them into the parts you [i]do[/i] need, with extremely, painfully rare drops of 2- and 3-star parts that will actually bolster your damage totals. And further, in a game in which boss health is too high for the speed they move at, bosses were recently bolstered with a too-powerful freeze immunity, forcing you to rely entirely on knockback (a part that I see in [i]maybe[/i] half my runs) which doesn't work on bosses anyway at 2-star rarity or below, because they move further in any given second than the effect pushes them back. A final gripe, which would feel petty if it weren't the least of a long stream of annoyances, is that nothing in the game actually shows your damage numbers. All effects are additive percentage shifts—so it's not hard to punch them into a calculator—but if you want to know the real numbers effects of parts on your gun, you are going to need a calculator or piece of scrap paper to run the numbers yourself. It would be extra bothersome if victory didn't feel entirely based on the RNG favoring you, rather than the damage numbers of your gun. If you're looking at this and remembering those old Flash wave-defence games? This is [i]not[/i] that. It's clearly meant to [i]resemble[/i] that, but the actual gameplay loop is unrelated. As it stands, I just can't recommend this. Oh, and lest anyone get after me for saying that the gun parts are entirely RNG-based: Yes, there are slots in your inventory you can unlock, the first pair at wave 25, that respectively increase and decrease the drop rates of certain items by 50%. How does this affect the game? Couldn't tell you. Is the effect noticeable at all? That's a negative, Ghost Rider. Does it increase drops irrespective of rarity (increasing 1-star and 3-star both)? No clue. Does it irrevocably cost the item you want to see more of? Why, yes, yes it does. Which makes it a [i]bad[/i] choice at the beginning of a run and a questionable one further in. And, to be clear, this [i]looks[/i] cool. Gun-customization is one of those things that doesn't come up in interesting ways nearly often enough. I [i]want[/i]ed this to be a cool, fun game. As it stands, it isn't.
Very enjoyable game and addictive. I got my hands on this at night and stayed up too long trying to get my build just right. One more run! Starting can be a bit annoying, but once the run starts going and you're finding your build it's very enjoyable to see the bugs squash. Upgrade weapon parts and hope for something awesome. Sure it still needs some polish and work, but there is still alot to play around with. Time to compete with friends who gets the furthest and has the sickest build. Edit: This game gets better after every patch. More interesting builds to try and stuff to uncover.
Hi all! I was one of the few lucky ones who got to try this game early. The game itself is easy to get into, I highly enjoyed the large variety of different weapon components and the almost endless combination choices. The game really gets going after you start getting better parts! Another positive note is that the game does not require you to be stuck at your desk for long periods of time, even if you want to after getting into it. Improvement suggestions: - Add a health bar at least to bosses. In normal monsters, health bar could be an toggle option. Another idea would be that the monster becomes a lighter color as it’s losing health (75, 50, 25%). - Highscores, for bragging rights. Overall I must say I was positively surprised, Highly recommend the game!
Congratulations to the developers, this is a fun and challenging game. I really enjoy that every run is different so you can't just rely on the same strategies each time.
I've been playing TDs since forever [spoiler]yes I'm exaggerating so hush now[/spoiler] and Dr. Professor Scientist's Weapons Testing Facility really caught me by surprise. It offers a really unique TD concept - a mix of on-rails shooting with TD - with tons of replayability, thanks to the many ways you can mix and match the modifiers, and a "roguelite"-style progression (via research). However, I'm a bit frustrated with how the weapon works. There were just so many times when bugs made it through my defense because the weapon has incredibly poor aim - it fires projectiles in an arc which don't work as well in a TD game unless you have like a crazy ton of projectiles covering the screen (like in a bullet hell game), IMHO. Maybe there should be a modifier that can turn your projectiles into homing projectiles... that'd be awesome, I think! I also can't seem to figure out how to get the chain modifier to work either despite having two of the same type of projectiles placed right behind it. The chain doesn't seem to link those two together for some reason. All in all, if you're a fan of TDs, I think this game is worth checking out. It's quite different from the traditional TD and is super easy to just hop into. [h1]Watch me play![/h1] https://youtu.be/rCvQWE4T_WI Did a couple of runs. You can see me testing and trying stuff out across my playthroughs :) [h1]Pros[/h1] + Each run is fairly short (for now) + Lots of crazy modifiers to use, and more to unlock via research + Very easy to hop into + Can be played with only 1 hand, leaving me with the other hand to hold my baby back from trying to join in on all the fun 😅 + Interesting new idea/concept for a TD [h1]Cons[/h1] - It can get really frustrating sometimes for a bug to slip through just because the weapon is facing away from the bug, firing into empty space. - I had some trouble understanding how certain modifiers work (I won't put the blame on me not being a native English speaker), but this can be easily overcome by some trial and error. [h1]Side Note[/h1] [quote]If you like this review and would like to follow me for more, please feel free to drop by my curator page: https://store.steampowered.com/curator/33780629-The-Midcore-Gamer/[/quote]
Recomendo esse jogo para quem gosta de Tower Defense! Visualmente n me chamou mto atenção, mas o jogo é viciante e bem interessante! Recomendo!
Only a short time in and I am hooked. Can't wait to the weekend to sink more time into it. I am wondering why this game hasn't been done before. Will update review after more time. Update: This is my go to game when I have 15 minutes to kill. It is very addictive.
A fun little game of endless bug squishing. Basically it is about programming your turret with different ammunition and effects and then watching it shoot bugs. Seems simple on the surface, but gets suprisingly complex after a while as you unlock ammunition types and modifiers. There is quite a lot of different combos to try and finding a really strong one is satisfying. All in all a really addictive and a "one-more-round" type of game.
[h1][42%] Experimental Chaos[/h1] [h3]Aesthetics[/h3] [table] [tr][td]Graphics[/td][td]███═════════════════[/td][td]15%[/td][/tr] [tr][td]Atmosphere[/td][td]███████═════════════[/td][td]34%[/td][/tr] [tr][td]Level Design[/td][td]█████═══════════════[/td][td]24%[/td][/tr] [tr][td]User Interface[/td][td]█████═══════════════[/td][td]23%[/td][/tr] [tr][td]Theming[/td][td]███████████████═════[/td][td]77%[/td][/tr] [/table] [h3]Audio[/h3] [table] [tr][td]Music[/td][td]██████████══════════[/td][td]48%[/td][/tr] [tr][td]Sound Effects[/td][td]████████════════════[/td][td]42%[/td][/tr] [tr][td]Audio-Visual Synergy[/td][td]███████═════════════[/td][td]37%[/td][/tr] [tr][td]Emotional Resonance[/td][td]██══════════════════[/td][td]8%[/td][/tr] [/table] [h3]Functionality[/h3] [table] [tr][td]Performance[/td][td]█████████████═══════[/td][td]63%[/td][/tr] [tr][td]Stability[/td][td]████████████████████[/td][td]100%[/td][/tr] [tr][td]Platform Integration[/td][td]████════════════════[/td][td]20%[/td][/tr] [tr][td]System Requirements[/td][td]██══════════════════[/td][td]10%[/td][/tr] [/table] [h3]Gameplay[/h3] [table] [tr][td]Mechanics[/td][td]███████████═════════[/td][td]56%[/td][/tr] [tr][td]Balance[/td][td]████████════════════[/td][td]39%[/td][/tr] [tr][td]Challenge[/td][td]████████████════════[/td][td]58%[/td][/tr] [tr][td]Progression[/td][td]██████████══════════[/td][td]49%[/td][/tr] [tr][td]Immersion[/td][td]████════════════════[/td][td]21%[/td][/tr] [tr][td]Variety[/td][td]██████████══════════[/td][td]49%[/td][/tr] [tr][td]Motivation[/td][td]██████══════════════[/td][td]29%[/td][/tr] [tr][td]Rewards[/td][td]███████═════════════[/td][td]35%[/td][/tr] [tr][td]Controls[/td][td]████████════════════[/td][td]42%[/td][/tr] [tr][td]Tutorial[/td][td]██████████══════════[/td][td]48%[/td][/tr] [/table] [h3]Story[/h3] [table] [tr][td]Writing[/td][td]█████═══════════════[/td][td]25%[/td][/tr] [tr][td]Credibility[/td][td]█████████═══════════[/td][td]45%[/td][/tr] [tr][td]Replay Value[/td][td]██████████████══════[/td][td]69%[/td][/tr] [/table] [h3]Technics[/h3] [table] [tr][td]Randomness[/td][td]███═════════════════[/td][td]17%[/td][/tr] [/table] [hr] [b]Enjoyed this breakdown?[/b] You can dive into a whole library at the [url=https://store.steampowered.com/curator/37062004/]Memento Base Curation[/url] or discover [url=https://steamcommunity.com/groups/memento-base/discussions/4/565870055209830329/]more about this game[/url]. [b]Got questions?[/b] Feel free to learn about our [url=https://steamcommunity.com/groups/memento-base/discussions/4/599645934490523816/]curation format[/url] or ask your question in our [url=https://steamcommunity.com/groups/memento-base/discussions/6]discussion forums[/url].
I normally love roguelites like this but for some reason instead of a sense of adventure it's just overwhelming and everything feels bad, as opposed to normally at the beginning everything feels overpowered
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