
Take command of HEROCORP™ and launch a Preemptive Defence Campaign™ against parallel dimensions in OTTTD, the most outrageous Tower Defence title around.
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Reviews
Solo si te gustan los defense tower porque a ver, la UI es horrible en el sentido de fea, de lo peor que te puedes encontrar en un juego de smartphone. Es un port triste pero el juego con los diferentes soldados que tienen diferentes habilidades entrenables como en un juego rol, eso puede ser muy divertido. Es probable que lo seguiré jugando pero a mi me ha cansado un poco por el modo de elegir pantallas, es todo tan feo.. aún así, muy bien, porque al menos puedes mover los soldados por el mapa y lo hace diferente a otros defense tower. Awful UI, good gameplay. Your soldiers can be trained with different skills and can be moved by the map, both things make this defense tower different and very funny. But be aware everything looks very freemium smartphone game port. If you like defense towers, this game deserves be played.
Tower defense is about as low effort a genre as there is, and this is a low effort attempt at a game within a low effort genre.
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Languages: English**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
OTTTD is a loud, energetic, and deliberately excessive take on the tower defense genre developed and published by SMG Studio, and it fully commits to its subtitle, “Over The Top Tower Defence,” in both tone and mechanics. Rather than offering a slow, purely strategic experience built around passive observation, the game injects constant activity, humor, and RPG-style progression into every mission. From the outset, it establishes itself as a playful and chaotic alternative to more traditional tower defense games, aiming to keep the player actively involved rather than simply watching carefully laid plans unfold. The premise revolves around a hyper-militarized organization tasked with eliminating interdimensional threats before they become a problem, and this absurd setup sets the stage for the game’s irreverent attitude. Missions take place across stylized battlefields where waves of bizarre enemies flood in from portals, and success depends on a balance of tower placement, resource management, and hero micromanagement. Towers can only be placed on fixed pads scattered throughout the map, which turns each level into a spatial puzzle where choosing the right combination of defenses is just as important as when and where they are deployed. This restriction adds structure to the chaos, ensuring that positioning decisions remain meaningful even when the screen is filled with explosions. A defining feature of OTTTD is its heavy emphasis on hero units. Instead of relying solely on static defenses, players assemble a squad of three heroes from a roster of distinct classes, each bringing unique abilities and roles to the battlefield. These heroes move freely across the map, actively engaging enemies, triggering powerful skills, and responding to threats that towers alone cannot handle. Over time, heroes gain experience, unlock new abilities, and equip upgraded weapons and armor, introducing RPG-style progression that gives players a strong sense of investment in their chosen team. This system adds depth and replayability, as experimenting with different hero combinations can significantly alter how a mission plays out. Enemy design is one of the game’s most memorable aspects. OTTTD throws an eclectic mix of foes at the player, ranging from armored mechanical units to grotesque biological creatures and outright absurd monstrosities. Each enemy type has distinct behaviors, resistances, and weaknesses, forcing players to adapt their strategies rather than relying on a single optimal setup. Boss encounters amplify this further, often serving as chaotic tests of preparation and adaptability that push both towers and heroes to their limits. The variety keeps combat feeling fresh and unpredictable, even as the core mechanics remain consistent. Visually, the game embraces a bold, cartoonish art style that prioritizes clarity and personality over realism. Explosions are exaggerated, enemies are expressive, and the battlefield is constantly in motion, creating a sense of controlled mayhem that aligns perfectly with the game’s tone. While the screen can become crowded during intense moments, the use of color and animation ensures that important elements remain readable. Sound design complements this approach with punchy effects and humorous voice lines that reinforce the game’s playful nature without becoming overly distracting. Progression, however, is a double-edged sword. While leveling heroes and upgrading equipment is satisfying, the game can occasionally feel grind-heavy, especially as difficulty ramps up in later stages. Some missions may require revisiting earlier levels to strengthen heroes or earn enough resources to keep pace with increasingly tough enemy waves. This structure rewards persistence and optimization but may frustrate players who prefer a smoother difficulty curve or less repetition. Additionally, certain quality-of-life features common in modern tower defense games, such as speed controls, are notably absent, which can make extended sessions feel longer than necessary. Despite these shortcomings, OTTTD succeeds because of its strong identity and willingness to be unapologetically excessive. It blends tower defense, action, and RPG systems into a cohesive experience that values spectacle and engagement over restraint. The constant need to react, reposition heroes, and adapt strategies keeps players involved from start to finish, and the game’s humor and creativity prevent it from taking itself too seriously. It may not offer the most refined or balanced tower defense experience on the market, but it compensates with energy, personality, and a sense of fun that is difficult to ignore. Taken as a whole, OTTTD stands out as a distinctive and memorable entry in the tower defense genre. Its combination of active hero management, structured tower placement, and outrageous enemy design creates an experience that feels lively and hands-on rather than passive. For players who enjoy strategy games with strong personality, RPG progression, and a willingness to embrace chaos, it delivers an entertaining and satisfyingly over-the-top journey that remains engaging long after the novelty wears off. Rating: 7/10
Аббревиатура OTTTD значит Over The Top Tower Defence. Тауэр дефенс на вершине топа. Если это топ самых долгих и нудных игр, то OTTTD действительно на вершине этого топа. Игра требует немалой траты времени на гринд, гринд, гринд, гринд, гринд, гринд. В большей степени врагов убивают не башни, а герои, которых нужно прокачивать, что бы они хоть как-то убивали врагов. Изначально герои далеко не самые сильные и рано или поздно вы упрётесь в уровень, который не сможете пройти ну никак. У меня это был четвёртый уровень, и он был не единственным "ступором". Мне пришлось проходить третий уровень ещё много-много раз. Потом 14, 15 уровни тоже "заставили попотеть". Ну да ладно. Ещё один жирный минус - это, то что русский язык в игре не поддерживается. По этой причине у меня было большое желание написать что-то типа руководства и дать нужные советы и создать "хоть что-то на руссом языке" по OTTTD. Вот оно - https://steamcommunity.com/sharedfiles/filedetails/?id=2891174379 Действия героев и башен - тоже жирный минус. Управлять ими нельзя. Делают не то, что надо, например, атакуют не тех врагов лечат не тех героев, например, башня которая создаёт щит, защищает не того героя, у которого остался 1хп и его сейчас убьют, а защищает хрен знает кого или что. Ещё один не жирный минус это камера, которая, иногда, без особых на то прчин "резко уплывает" куда-то вдаль, как раз кода я навёл курсор "куда надо". Ещё один жирный минус это отношение к игрокам, большинство из которых пишут везде, где только можно, что игра -не фонтан, т.к. долгая и нудная, а они хотят совсем не это , откровенно рекомендуют поиграть в другие ТД и брать пример как делать ТД у других. В ответ игроки в т.ч. и разрабы начинают засирать таких советчиков, говоря, мол не, у нас всё норм, это у вас руки кривые. Пошли они с таким отношением куда подальше! Мой совет: Хотите поиграть в ТД, лучше поиграть во что-нибудь другое, благо ТДшек хватает. Не тратьте время и деньги на это.
fantastic game enjoyed very much
I've just barely played this for the first time and I love it! Feels well balanced. Enjoyable.
It does require a bit of a grind for the higher tier weapons and armor but it was fun. I think the early game is a bit tedious but it picks up when you unlock the better skills and gear towards the middle. I'd play a sequel if it was ever made!
節奏非常緩慢的塔防遊戲,關卡的難度提升很快,可能打個5關就會陷入卡關狀態,這時就需要反覆打之前的關卡刷錢、刷等、刷裝......再加上遊戲本身沒有加速功能,這會變成一種非常漫長的肝,很勸退現代玩家! P.S:升級只有角色,塔本身是沒有升級功能的,所以造就很吃角色強度,但沒有肝,就超廢的角色....
Grind
Although I love SMG Studio and enjoy [b] Over The Top Tower Defense [/b] for its funny enemies (like the flying Shark Boss, which is probably a distant relative of Bombardiro Crocodilo) I cannot recommend this game, especially for a 100% completion playthrough. The grind required to finish the game and unlock the "CEO of Blowing Stuff Up" achievement is tedious. To earn it, you have to replay the same stage over and over to gain XP. Starting around level 50 I had to repeat "Mid Boss Airfield" mission roughly 400 times and spent more than six hours on the boring repetitive actions while watching my favorite letsplayer play through [i] Lies of P [/i] on YouTube. 6/10
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