
[Hexagonal Tower] is a tower defense game with cards and roguelike random elements. Try to deploy your turrets and various reinforcement components in the dungeon to form a unique and powerful defense. Darkness is coming. Guard the last fortress of mankind with your wisdom!
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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, French, Japanese, Simplified Chinese, Traditional Chinese, Korean
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
[table] [tr] [th]游戏由SteamPY鉴赏家提供[/th] [/tr] [tr] [td][url=https://steamcommunity.com/groups/pyreview]SteamPY鉴赏家[/url][/td] [/tr] [tr] [td][h1]上SteamPY淘海量超低价游戏[/h1][/td] [/tr] [/table] [h1]简单但不严谨的塔防游戏[/h1] 作为一款塔防游戏,游戏十分罕见的在游戏中加入了随机地图的玩法,但是其于游戏的设定融合的并不好,在后期如果地图刷的不好玩家很容易因为建立的城堡与传送门过近而暴毙,游戏在内容上也欠缺打磨,游戏后期的内容重复度过高,没有想要素的出现让游戏很容易就会感到厌倦,虽然游戏有着增强buff和塔的不同结合但是就目前来说本作并不值得购买。 游戏中唯一值得夸赞的地方就是游戏的类似于符文的需要占据一个格子的buff与防御塔相邻时会得到加成,随着游戏的流程递进,玩家可以通过游戏中赚取的金钱对防御塔进行解锁,而不同的防御塔所最适合的加成符文各不相同,攻速快的可以拿额外造成伤害的,攻击力大的可以和双倍子弹配合,游戏的格子呈六边形,这就给了玩家很多的搭配空间。 我实在不理解游戏的内容以及随机性为什么在这款游戏中显得格格不入,游戏经常因为地图爽刷的不好要退出重新刷地图,在游戏的后期,会有怪的传送门会增多,如果玩家没有一个好的放置城堡的位置,很容易因为四面受敌或是与传送门距离过短而暴毙,游戏中在设计阶段甚至不能移动过放置的城堡,有时候没看清角落中的传送门位置,放置了之后更改不了也只能退出重来,游戏的内容匮乏是因为单一的搭配模式,导致的玩家规划设计的单一,如果能出现这个buff和某些塔不能配合或是效果削减可能会进一步增加游戏内容的丰富度,但可惜游戏中并没有。 目前来说并不建议购买。 评分6/10
At first glance the game seems fairly fun. But unfortunately I only felt frustrated. RNG as to where the enemy spawns are positioned is pretty important, perhaps too important. Outside that the gameplay is alright. Enemies move pretty slowly and the 2x speed isn't quite enough tbh. I just feel a bit let down overall. There are better tower defence games of this genre with better gimmicks that are worth spending money on. The game also "loads". Not being funny but while my PC isn't a monster I'm not ashamed enough to admit I spent more on it than some people do on a deposit for a car. This game, with these graphics etc, should not take more than a fraction of a second to load. I'm left baffled by the load time for this, wondering if its just a timed screen rather than an actual load window. I wouldn't have normally mentioned that at all, it is just incredibly baffling to me.
디팬스 매니아로서 도전과제는 100% 달성하려다 포기하고 리뷰를 씁니다. 옵션에서 언어를 한국어 선택 시 간체 중국어라 표기되는데 표기 오류인가 했지만 개발자가 중국인인 것 보고 요즘 시국을 생각하면 의도성이 보입니다. 생각할수록 빡치네 업적 꺠려고 40여 시간을 재밌게 했지만, 현재 전체 평가가 절반이 부정적인데 저를 포함한 2개인 한국인 평가가 모두 긍정적이면 구매를 망설이는 다른 이들에게 도움이 안된다 생각하여 더욱 부정적을 남깁니다. 구매를 망설이는 분들을 위해 느낀 점을 추가로 적어봅니다. 1. 후반에는 강화 지원카드가 승패를 좌우하는데 매 판마다 나오는 것만 나오는 경우가 많습니다. 게임 개발은 모르지만 설계? 공식?이 잘못되었다 느낍니다. 2.해금 요소가 있는데 해금으로 얻는 지원 카드는 성능이 미미하거나 좋지않아서 해금해 놓으면 구린 선택지만 늘어나서 게임 진행에 지나치게 악영향을 주기때문에 업적을 달성하면 초기화를 해서 다시 플레이 하는 일이 생깁니다. 3.. 에휴 그냥 답 없는 중국인 개발자.. 토론페이지에 뭐 남겨놔도 잠수중이라 그냥 지우고 리뷰에다 몇 자 적는데, 추후 올바른 업데이트로 인해 리뷰를 수정하게 되는 날이 올 것 같지 않네요. 착짱죽짱
Has a fan of Roguelike and tower defense, i have to say this one mix them beautifuly. The pathing is really fun. After playing some more : There is WAY TO MUCH farming to unlock new tower, etc. The game has a nice base, but still need some work imo.
1. 點擊的同時剛好觸發商店會導致下一回合怪物不會重生 2. 後期的障礙物多到會在開場就阻斷一半以上地圖 , 導致城堡只能放在離怪物門很近的位置 3. 只要是塔防老手通常會留一個建築物來防止要被入侵時可以拆除其他路線然後抵擋攻勢當作讓怪物迂迴的方式 , 但目前發現這種作法怪物會直接越塔 , 不太合理 4. 商店購買或是回合獎勵頁面需要能夠觀看當前陣容選項 , 後期塔多了突然收到獎勵不太方便做選擇
Trash game. The game is not balanced at all. I thought it would get more interesting as I played, but it never did. No point in buying it.
Giving this game a recommend because how creative it is and how fast the devs responded to feedback, they added a patch for 4x game speed on day 1 which is pretty impressive. HOWEVER that said, this game is no where near complete and should be in early access at best, game is severely lacking in content such as: 1) Permanent upgrades are a joke, there are only 18 upgrades to unlock and each one costs a buttload to extend the grind. IMO progression mechanic is the most important part of a roguelike, no one wants to grind for hours just to make 1 upgrade. Highly recommend adding A LOT more cheaper (and weaker) passive upgrade options such as increased tower damage etc. 2) Map needs way more content in terms of variety, the boardgame like design is being wasted here because every tile is the same, I recommend adding more interesting tiles you can unlock such as hills with +1 range ((like Rogue Tower) to add more variety to each game, and maybe a mining node that gives you gold if you build on it. 3) Need a lot of interesting buff cards instead of the standard boring +dmg/+range/+speed, right now every game has the same build, how about a card that gives towers random chance to create a chain lightning on hit to encourage purely attack builds? Anyways I'll probably come back to this game after way more development, refunded for now.
カードゲーム要素に惹かれて買ったけどただ単にアイコンがカードになっただけ 不満点が目に付く ・高難易度になるにつれてゲームスタートのロードに時間がかかる →マップ生成時に湧くオブジェクトが原因で難易度が上げるにつれて種類が増えるため ・倍速が2倍速までしかないため周回プレイ前提なのに上記と含め非常にテンポが悪い ・マップにオブジェクトがランダム生成のため敵のルート取りができない場所に本拠地を置けないのはわかるがそのためにマップの2/3が使えない時があるのはなんなの? どうしても新作タワーディフェンスをやりたい!!!って人以外には50%セールでもおすすめしない、楽しくない
Way too much grind. And the game has some major bugs. Can randomly crash, can create multiple windows when you only have one instance of the game running, and has very poor optimization which causes the game to eventually freeze.
ランダムマップに難易度が上がるごとに増えるスポーン地点。自陣は自分で決めれるがマップ上に障害物があるので置けないところが出てきて最初からすごい悩んで時間が溶ける。ボスもランダムなのか運要素が高いようなきがするがタワーとアップグレードの合わせ方で無限の可能性が生まれる。 難易度の多さは素晴らしいものだが難易度が上がるごとに敵のスポーン地点が増える。だがマップの大きさは変わらずどんどんと狭さを感じてくる。陣地を置くこともままならない… タワーの強化幅も少ないのか1つを強化するよりは新しいタワーをどんどんと置くほうが強い 敵のルートを遠回りさせるのにもやはり新しいタワーを建てるほうが有意義である。
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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