
Co-op and Single player Tower Defense genre.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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I really want to like this game. Unfortunately it's quite rough around the edges and has some major issues with it. A few of the bigger issues that ding this game quite hard are. 1. Neirodata isn't always rewarded after launching your rocket. This is the biggest issue since Neirodata is your research points in the game. It stops advancement in the game and getting the upgrades to optimize your towers. I had a massive source of frustration with this after 5-6 runs in a row and not getting a single reward. Even after attempting to play the game more I only get rewarded every 2-3 runs at best. This kills most of the fun with the game being the entire progression system, since beyond that its bare-bones. 2. Tower balance is wildly off. I'm not sure if the Rockets or Artillery are supposed to get better with upgrades. A massive issue is that you can't reach those upgrades during a game even after you have most of the research tree unlocked. It's extremely easy to get overwhelmed depending on the random generation of the map especially with maps that have direct routes to the missile. The Artillery in particular seems to have a minimum firing range for accuracy and if enemies get too close it can never hit them. This is even worse on the fact that some maps are so small that your artillery will have to sit in very odd places to get good hits or not hit at all. The damage is also extremely low on the artillery for how expensive it is, and the damage upgrades are even more so. Missiles are not as bad, but still have extremely poor damage compared to even a basic cannon tower. 3. Game mechanics are not intuitive and there is no explanation of the hidden stat system. I saw on the forums that the dev said enemies get weaker the further they get into the route. That's a critical piece of information that is explained nowhere and completely would change how most people play the game. You can actually get trapped into trying to hold off enemies like crabs that you have absolutely no chance of holding off at any point near the start of a route if you don't know. On top of this the default targeting modes are bad for the towers so they will not perform well right out of the box. Laser for example targets the fastest when realistically you probably want it targeting low health or high health units. Cannons you want targeting high health units instead of the default low health. Maybe the dev had them as sniper in mind? The gatling gun targets near when it probably should target low health since it's good at clearing chaff after one rotation upgrade. 4. Raising and lowering land seems to be a trap along with buying anything, but platforms. Sometimes I could see amazing opportunities to ferry enemies through a longer course by terraforming the land, Unfortunately you never really have enough resources to do that. On top of the fact that the other two types of terrain don't seem to do anything special to enemies besides block a type from going through. I feel like the game is missing a 4th type of alternate terrain, maybe something to stop the troopers from running through the level. One type of terrain blocks vehicles, which is an enemy type. The other blocks all large units, vehicles and troopers can pass through it. I feel like having a 4th type will let you construct lanes that you can furrow the different enemy types down without being able to completely block the course. Sometimes the game doesn't read it correctly either when I wouldn't block the course and it will not let me put blocking terrain down. This can be frustrating since you will dump money into doing something only to find at the end you aren't allowed to do it and wasted money that could have gone into more towers. This has lead me to entirely not using anything but a platform that can build a tower since it hard blocks all types of enemies and I can build a bunker on it. Though in the end these all feel irrelevant since the enemy waves quickly get so massive and have such high HP the routes stop mattering. In the end I think this game has a ton of potential and I'm happy to change my review in the future if things change. I saw that the dev said they needed more money to be able to finance time to work on the game. If you put more effort into polishing up the game I think you would have a small hit on your hands and get quite a bit rolling in. You don't however want to screw up your launch and have the game get a bad reputation right off the bat, especially with such a fresh idea. Hopefully things change course. Good luck to the Dev and I'm sure people will help give you feedback for whatever direction you take your game. At the end of the day it is your game and your decision.
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Languages: English*, German, Russian*languages with full audio support
Hours played at review time, across 28 reviews with recorded playtime.
I find it odd that the only other negative review (while I write this) complains that the enemies are "too small" when you can easily zoom in and out and move the camera around, so that's not accurate from my perspective. But there's unfortunately so many other things missing that could be mentioned. First is the lack of any instructions or tutorial. While it's pretty easy to figure out the basics, the details are easy to overlook. How any of the timer or slider options works is not obvious until you've experimented with them repeatedly. I've won a dozen games and I'm still not clear what the rules are for how pathing is determined. Second, the lack of tower options and enemy variety is boring. I don't need fancy graphics, but variety of function would be nice. Lack of any story or progress. In theory there's an infinite number of randomly generated maps to play on, unfortunately they all might as well be the same as there's no change in strategy from one to the next required to actually win. Some of the generated maps do not even function. Once you finish that's the end. You can be done in 10 minutes or wait for another wave of enemies just to treadmill out a higher score, but there's no purpose in doing it. Each session is identical to the last. Lack of basic features and functions. You can't remap keys, the tower upgrade system is poorly explained and just tacked on. There's a very basic coop mode that has about as much purpose as one person playing while the other just watches, two people placing towers faster is still the same 10 minute game loop that you watch play out either way with no benefits. In theory I like the idea of unlimited randomly generated maps and there's certainly coop tower defense games that are interesting, so I understand why it was added here, but unfortunately this feels like a tech demo that was never finished. You have the basic framework for what might be the start of a game but absolutely nothing beyond that. For $4 I don't expect much, but this is incomplete as a game. There's definitely the start of an interesting idea here, but it's so lacking in content I can't see the point in recommending this over any other tower defense game, most of which are far more robust, even in this price range or cheaper. I watched this game for more than a year while it was in early access and then it was shoved out to release with as far as I can tell no major improvements. This could use another year or two in development, but appears to have just been abandoned as-is by the developer in what feels like an alpha stage. --- Bottom line: I can't call this anything but a tech demo, it just feels incomplete. --- [url=https://store.steampowered.com/curator/38232109/]While you are here, would you consider following my curator page?[/url] [url=https://steamcommunity.com/id/kunovega/recommended/]Want to read all of my reviews and not just the curated ones?[/url]
i like this game. You have a main base, where your escape vehicle is. you protect it by creating turrets along the way to it. where this game STANDS OUT is it has unlimited amounts of maps, as they are autogenerated from a random text. it has multiplayer. and you can alter the route on the maps by manipulating the ground up or down, this game is not just good, ITS GREAT! buy it.
THIS GAME IS AMAZING, I WOULD PAY $20 FOR THIS. 3D multiplayer tower defense game with RANDOMLY GENERATED maps for UNLIMITED REPLAYABILITY. please just try it with some friends, sell your trading cards and pay the $2.99 anyone who has ever played and enjoyed bloons or any other tower defense will love this. pro tip- the thing in the corner under your money is a fast forward option only thing that i would really like to see is a difficulty level with each map seed- just something simple to tell how difficult the map is (most easily enemy path length) to the developer: YOU ROCK. edit: wrote this review after 30 min playtime. now after 9 hours i still agree, but will say that the game is a bit buggy. still think its worth way more than $3 though
Dude I just got done playing my first round, I was confused at the beginning, but then I figured out how to place defenses, and it was awesome, I feel like this game is going to be really fun for people to play together coop! I will try and play it coop and see how that goes, so far I love it though, it feels like minecraft meets TD, simple but ADDICTING! Good job! Could use some sort of menu or hints for the game controls, specifically camera movements and placement of defenses, also I have no idea how to launch the ship, I hope this helps! Great job so far!! I want to play this with my friends!
I only have three complaints about this game: there is no fast forward button, there are not enough tower types, and researching new tower upgrades dries up pretty fast. Every other aspect of this game is awesome. Gameplay is top notch, design is awesome, and most of the mechanics are good. https://youtu.be/qW-KiLUrXmE There are some unique features of this game that I have not experienced in other tower defense games: Terraforming You can create your own maze with ease You have a 10-minute timer. At ten minutes you can decide to continue or end the round. If you continue, you commit to another ten minutes. If your defenses are overrun before the ten minutes, you don’t get any rewards. If you decide to end the match, you keep the neurodata, which is basically XP used for researching new upgrades. The freedom of camera control The music was varied enough that it was enjoyable… plus, it suited fans of early 90’s action movie montage music. Every other tower defense game I have ever played has a function that increases the passing of time and I was disappointed that this game did not include that. Every match I played, I set up the first turret and walked away for 8 minutes to do things away from my computer. I think that the absence of the fast forward button is a deal breaker for most people.
super guter Ansatz vielen meiner freunden fehlt ein grafischer Ansatz und mir vll ne art brücken Option oder ähnliche Terraforming möglichkeiten, das Spiel läuft super flüssig und hat nen großen strategischen background. Der durch aus noch erweiterbar ist. Bitte dran bleiben preis Leistung 1,0 3,29€ (Vollversion ohne Angebot)
타워로 적들을 막고 로켓을 발사하자 로켓 발사를 막으려는 적들을 타워로 박살내고 제한된 시간을 버텨내 로켓을 발사하는 게임입니다. 해안가로 배가 다가와 적들을 생산해내며 적들은 로켓 발사를 막지 위해 달려옵니다. 로켓으로 향하기 위해서는 5개의 층을 이동하여아 하며 층을 빙글빙글 돌고 계단을 통해서 층을 이동해오죠. 층을 이동하는 적들을 잡기 위해 타워들을 건설하여야합니다. 타워 건설지를 배치하고 여기에 타워를 건설하면 종류에 따라 적들을 공격하며 적을 처치하면서 돈을 벌어 더 많은 터렛을 건설하고 이를 통해 적의 진로도 조정하죠. 발사해야하는 로켓은 하단 우측에 서서히 올라오는 모습이 보이며, 상단 좌측에 발사에 필요한 시간도 확인할 수 있습니다. 발사 1분 카운트다운이 되면 게임의 속도가 느려지면서 탈출을 할지 아니면 그대로 진행할지 선택할 수 있게 되죠. 1분을 그냥 보내면 속도가 복구되면서 10분의 플레이타임이 늘어나면서 난이도가 올라가고, 로켓을 터치하여 탈출을 하면 그대로 게임이 종료되고 결과 화면으로 이동하죠. 게임 플레이를 통해서 자원을 수집할 수 있으며 이 자원을 소모하여 리서치에서 업그레이드가 가능합니다. 공격속도 증가, 터렛 회전속도 증가, 공격 거리 증가 등. 리서치를 위해서는 연구 시간이 존재하기에 플레이 중에 진행하는 것도 좋죠. 아쉬운 점 -전투에서 터렛 배치 외에 강화는 보이지 않음(리서치 후에 가능한가?)
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Nicht schlecht, kurzweilig. -befindet sich ja noch in Entwicklung allerdings frage ich mich wie man seine Tower dauerhaft upgraden kann? -bei einigen funktioniert das zeitweise, wird aber meist wieder zurückgesetzt noch während des Runde/ im Kampf . für kleines Geld nicht verkehrt.
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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