
The undead have awakened! You must build clever mazes of traps if you wish to defeat them in this challenging trap defense game. Travel across the land battling a host of creepy monsters, unlocking new traps and upgrades, and finally finding the source of the evil and stopping it once and for all.
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About
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 40 reviews with recorded playtime.
Reviews
Themes across 40 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
TL;DR- About 90% of the positive reviews are from people that stopped playing before act 2 is completed, so their opinions are about the part of the game that works properly and is fun. But that leaves out 1/3rd of the entire game, which is the exact opposite. The game is hard/fun for the first 2/3rds, and completely annoying, unbalanced, unfun, and unfair for the final 1/3rd. I guess most players lose interest in this game in about 10 hours or less, which should already tell you something is wrong since tower defense games tend to garner hundreds of hours of playtime for hardcore players when done well (Defense Grid and Dungeon Warfare games, for example). So, this is a game very similar to Dungeon Warfare. In fact it even uses some of the EXACT same traps even using the same icons for them. Some people say this game is better than Dungeon Warfare 1 or 2, but those people are flat-out wrong. The levels in this game come in 3 acts. The first 2 acts are pretty fun, but there are a few badly designed/badly balanced maps that are difficult for all the wrong reasons. Also ghosts are a very very annoying unbalanced enemy with no counter available to you at all. You have to build your entire strategy around ghosts every time they are in a level, and even then it's often not enough (especially on hard mode/endless). Act 3 is where this game falls to pieces completely. The vast majority of maps are so unbalanced there's no point even playing act 3. You have less than half the money you need, there are often so many gaps you need to fill to create a decent monster path that you run out of all your starting money just trying to create a path (and that's with every single thing in the game unlocked including ways to lower costs)--and by the way, the path is still not complete when you run out of money. So there's no money left for traps. The ghost enemies have no real counter, even with upgraded lanterns and planning your entire map around killing ghosts, often several of them will get through your traps because they are overpowered. They go invisible and can't be damaged, so you need insanely long trap mazes to kill a single ghost. In act 3, it's not uncommon to have 6+ ghosts all coming at the same time just waltzing through your traps taking little to no damage. What can you do about it? Nothing. There isn't a single trap in the game designed to give you damage on ghosts. Good game design dictates that for every problem there should be at least one solution. The provided solution is a trap that does no damage, but when upgraded makes the ghost visible slightly more often than before, but it has a very small range. It works well enough for act 1, barely works by the end of act 2, and completely fails by act 3. There should be a weapon that targets ghost directly, and the fact that there isn't means that the dev is so worried about making the game too easy that they decided to make it impossible instead. Of course, at this point ghosts aren't even the worst blunder from a game design perspective. Now there are also teleporting enemies. They just disappear, go past all your defenses and go straight to the crystal you're trying to protect and there's no counter to them. Even if you try to build your entire strategy around them, it won't work. In act 3, there aren't many walls around the area where the crystal is, so since most of the traps in the game have to be installed in a wall, you can't do anything to defend the area. Did I mention that both ghosts and teleporters are immune to floor-based traps? So they can't be damaged at all by floor-based traps, wink out of existence at least half the time, and can bypass all your defenses until they hit an area where you can only build floor traps because there aren't any walls for placing wall traps, which would be insufficient anyway because you'd have to be able to rapidly 1-shot 4-5 of them at a time, and nothing in this game can even 1-shot a single enemy, let alone multiple enemies rapidly. I have to assume the dev got sick of making the game around the end of act 2 because the quality falls off a cliff and it CLEARLY wasn't tested properly. The balance in this game is towards the difficult side for tower defense games, which is generally what I prefer, but it goes from hard to impossible towards the end of act 2 and there are levels where I seriously don't believe the dev could beat them on hard difficulty. I don't even believe the dev played the levels a single time. That's how badly they are made. The positive reviews for this game come mostly from 2 experiences: 1) people who played a couple hours and never came back, and 2) People that played on easy/medium difficulty (and most of them didn't complete the game either). If you actually play this on hard and try to complete the game, you'll just want to give up after a while because the fun just evaporates as soon as it becomes apparent that the new enemy types have no counter. You are not given enough to work with and thus in act 3 on most levels you'll be massively underfunded, underpowered, and completely incapable of coming up with a strategy that will keep teleporters, ghosts, and spawners from just walking through your trap maze as if it wasn't there. This game could be fixed, but I think by now it would've been if the dev cared. There's been plenty of time to fix these glaring design flaws by simply introducing something to counter ghosts directly (a trap that damages them while invisible), a counter to teleporting (a trap that does damage, not some bs like the lantern) or honestly just removing those badly designed enemies instead, reworking most of the level designs in act 3, and adding some form of boost to the economy or making crates free for the first 10 or so instead of a handful. If every level requires you to start off by spending all of your gold making a partial path with crates, then it wasn't designed properly. The way the traps in this game work, you can't just build freestanding traps so you need to keep enemies in walled areas. But you can't because the entire goal of act 3 is to take away all of the tools you have, which were barely sufficient in act 2. This game could have been a fun little knock-off of the better Dungeon Warfare games, but instead it's a game that is increasingly unfair to the player until the player stops playing.
おもしろい! ダンジョンウォーフェアクローンという部分は他の人のレビューと同じなので割愛するけど、 それを元にしたとしてもアレンジが結構いい。 DWにはそこまでなかった属性要素が結構強めに作られていて、 DWではいかに効率よく巻き込むかだったけど、このゲームはいかに敵の耐性を考慮するかという感じになってる。 遊んだ感覚でいえば、よりパズルっぽいっていうのかな。 DWは正直ヴァンパイアサバイバー的な「バカになれる面白さ」の部分が大きいけど(TDにそれを持ち込んだのがエピックな発明なわけだけど)、このゲームは真逆でかなり緻密に生真面目に作られてて、作者がA型なんだろうというのはわかる。 ステージの難易度もかなりギリギリを攻めてて、パズルを解けないとクリアできないよ?というプレッシャーが結構ある。 DWというより、もっとクラシックなタワーディフェンス好きにこそお勧めかも。 八割引きくらいになるみたいなので、そのときに買ったらよろし。
I fell out of love with tower defence games years ago with Kingdom Rush and have barely touched them since. Rats, Bats, and Bones is the first game to really get me fired up for the genre in years. Why? Well, the visuals for a start. While I love the C64/ZX Spectrum graphics aesthetically, from a legibility point of view they're so much clearer than most other TD games. Green for zombies. Grey for skellies. Blue for cultists. White for ghosts etc. Not to mention the pixel sprites are nice and chunky too. Contrast this with something like Bloons or even Dungeon Warfare which are so busy and muddy. The other big thing is the music which reminds me of dannyBstyle's soundtrack for Crypt of the Necrodancer. Give 'Castle' a listen and tell me you're not ready to smash some skellies. Speaking of skellies: my girlfriend calls Rats, Bats, and Bones "Skellies' Day Out" after seeing an absolute (and common) flood of them coming for my crystal. It was their last day out. And finally, I appreciated there being no active involvement during the defending. I wanted a passive watch-the-enemies-throw-themselves-into-my-meat-grinder experience. You still have to pay attention to weaknesses and fix them in real-time (by upgrading towers and buying more) but there are no active abilities to fuss over. Rats, Bats, and Bones felt like quite a substantial experience and on Medium difficulty some later levels absolutely kicked my butt. Good grief, this game throws a lot at you. If I had any criticism it's that certain traps rarely felt adequate or viable for their cost compared to others, like the spear or blunderbuss traps for example. At least, I never found a good use for them! I had a stable of reliable traps and a few that I swapped in and out depending on the enemies I'd be up against. Otherwise, this was a really solid and satisfying return to a beloved genre. If you're a fan of TD then definitely give this a go, and hey, you get a pretty rad soundtrack for free with it.
I am not sure how to rate this game. On one hand it's more of the kind of game I enjoy (trap defense games)--a lot like Dungeon Warfare. However the graphics are seriously chonky and right at the borderline of what seems playable (if that makes sense). Most things are readable and it works well enough, however. The game play seems to spike pretty hard in difficulty. While tower defense games are not usually my strong suit, it seems like it's pretty easy to paint yourself into a corner with the difficulty. There's no hand-holding on finding out what mobs are weak to. You only get two lifetime refunds to respec traps. The only way that I can tell to grind for gems is to play endless and the mobs you face on endless are way more numerous than in singleplayer (seriously, I was only able to get to wave 4 on the first map even with traps not initially available and with upgrades). I want to like this game but it has a steep difficulty curve. Because there's no middle-road vote, I vote thumbsdown.
RB&B probably deserves more credit than it gets. In a fiercely competitive genre, RBB has many good fundamentals, but fails to streamline or optimize itself for maximum addiction. It's like a small dry bowl of Count Chocula, lots of flavor and some crunch to it. RB&B is, however, also impossible to view as anything other than a shameless Dungeon Warfare clone, with a similar grindset mentality to upgrades and a good combo of wacky physics plus mazing. The mazing and level architecture really stand out, nailing the concept of giving players lots of options but also preventing them from constructing an infinitely-long killtrap corridor. Forcing some routes will block off others, pushing you to make hard choices, and you'll never have enough money to completely 'finish' mazing most maps. Limiting your mazing also gives you more money to spend on raw firepower, which I found to be key to winning some tricky waves. Thanks to the deliberately low-tech-aspirational graphics vision, the cluster of monsters are surprisingly legible and easy to read no matter how many of them cram, clown car style, into a map. The visual legibility is far better here than in most AAA games! Unfortunately, the game's programming seems incapable of fully supporting the sheer quantities of enemies, as I consistently experienced slowdowns in later waves, particularly in endless mode. YMMV, but I found the art style both functional and incredibly beautiful in its own way, although I can see how younger audiences would find it difficult to relate to these chunky, simply-colored pixels. It's definitely for the sort of people who would load up the OG Castlevania without qualms. The escalating difficulty is probably this game's biggest drawback, and it gets really brutal at the end of the second act and throughout the third. Specific intangible or teleporting enemies forcing players to strategize around them may or may not be considered good design, especially since their counters don't directly damage them and therefore weaken defenses overall elsewhere. But a lot of the struggle also comes in just sheer enemy numbers forcing a degree of optimization that many may find too unforgiving. Although I don't find it any more brutal than, for example, a Bloons Chimps level, the advantage of a Bloons game is that it offers an endless treadmill of easier modes, whereas RB&B's content is more limited, and its idea of 'easy' becomes surprisingly difficult by anyone else's standards about halfway through the game. While the limited refund system can also be frustrating at first, by the time you're REALLY struggling, you'll have more than enough points to max everything else out, making it a non-issue in the long run. So the balance does feel like it still needs another good patch to shake it up for mercy's sakes, there is a little performance clunk, and the gameplay doesn't extend itself to the infinite horizon. However, its charming artistic vision, legibility, and tactical purposefulness to each map, tower, monster, and upgrade make RB&B an incredibly focused and memorable play, if sometimes a frustrating one. Recommended to anyone with a patient personality type and a fondness for oldschool DOS-era software. For those who are less forgiving of its brutality, maybe try Dungeon Warfare instead, which offers a similar, if less unique experience with much more polishing off of the sharp edges.
[i]---see where this game landed on my tower defense tier list beneath this rec!---[/i] This game largely clones [b]Dungeon Warfare[/b] which came out 2 years before it. [b]Dungeon Warfare[/b] was an excellent 2D version of [b]Orcs Must Die![/b] (minus controlling a hero). It's hard for me to say whether this is equal to [b]Dungeon Warfare[/b] or not without doing a replay of that title, which at the very least says that they're close enough in quality, though your safer bet is with the OG which has far more reviews and sits at an Overwhelmingly Positive score. The visuals were a concern for me going in; some games with this visual style can be difficult to read but I found everything to be quite clear. Whether you will enjoy [b]Rats, Bats & Bones[/b] will probably come down to how much you enjoyed [b]Dungeon Warfare[/b], and whether you're okay with more of the same - with little to differentiate itself or innovate. That's the biggest problem playing this, it feels so similar and like you've done all of this before. At the same time, it's also a winning formula that's been executed very well here as well. It must be said that the soundtrack (made by the same multi-talented person that made this game) is truly exceptional: Synthwave of the highest order. If you don't believe me, just check out the free soundtrack on Steam or YouTube and jump to the track "Castle". [url=https://www.youtube.com/watch?v=SvUqMqXxGq4&t=734s]>>>Click here to listen to Castle! <<<[/url] Musically it reminds me of [b]Loop Hero[/b] - if it was injected with a little bit of Danny Baranowsky. I've had the music of this game stuck in my head for days and it certainly helps draw me in to wanting to keep playing it - music has always been an important immersion factor for me in videogames and 99% of tower defense music is either terrible, bland or just 1-3 tracks on repeat. ..so bravo!! I enjoyed this one a lot and played through to 100% the achievements. It's a really enjoyable TD that will probably forever lurk in [b]Dungeon Warfare[/b]'s shadow, but it's actually well worth it if you loved that game and want more. ===================== [b]My Tower Defense Tier List (PC)[/b] ===================== [i]-Not an objective list, purely how much I enjoyed the games-[/i] [i]Played many more than this, but many forgettable TD’s I have.. “forgotten” when making this list.[/i] [b]S Tier:[/b] X-Morph Defense* | Warcraft 3 (custom TD maps)* | Orcs Must Die!* | Orcs Must Die! 2* | Orcs Must Die! 3*# | [b]A Tier:[/b] Dungeon Warfare* | Plants Vs. Zombies | Warstone TD | Fieldrunners 2* | [b]Rats, Bats & Bones[/b]* | [b]B Tier [i](fun)[/i]:[/b] Tower Tactics: Liberation# | Spirits of the Hellements* | Revenge of the Titans^ | Digs TD* | Tiny Tactics* | Deep Among the Swarm#^ | Heretics Fork#^ | Gross* | [b]C Tier[i] (Okay)[/i]:[/b] Kingdom Rush | Defenders Quest: Valley of the Forgotten | Prime World Defenders* | Dungeon of the Endless#^ | Refactor* | Dungeon Warfare 2* | Digfender* | HexGuardian# | Creeper World 3: Arc Eternal^ | Thronefall^# | Glory and Miserable Survivors DX#^ | Stronghold Defenders^ | [b]D Tier[i] (Meh)[/i]:[/b] Carnage Offering TD | Starship Defense | Isle of Arrows# | Unstoppable Gorg | 2112TD | Ancient Planet | Fieldrunners* | Infinitode 2 | Element TD 2 | Space Run | Bloons TD 5 | Gemcraft: Chasing Shadows* | Gemcraft: Frostborn Wrath* | Deathtrap | Terrorhedron | Dungeon Defenders | Dwarfs!? (Tower Defense Mode) | Shapebreaker*# | Alien Shooter TD | Artisan TD* | Oh my Gore!^ | Dofense* | Block Tower TD^ | Block Tower 2^ | Polycore Defense | Rogue Station Defense*# | SiegeBreaker | Exodus Borealis^ | Frontline Crisis^ | Runeroots TD# | Mineral Defense# | The Perfect Tower 2^ | [b]E Tier[i] (Didn’t like)[/i]:[/b] Sang-Froid: Tales of Werewolves^ | Cosmic Raze^ | Otherwar | Sentinel 3: Homeworld | Unholy Heights^ | Rock of Ages 3^ | Infested Planet^ | Monster Tiles TD | Cubetractor^ | Bish Bash Bots | Sanctum 2* | Super Sanctum TD* | Archipelago^ | Clickyland^ | Steamworld Tower Defense | Rogue Tower# | No Creeps Were Harmed TD* | Creeper World 4^ | Shad’O | Defense of Greece TD | Yokai Art | Cluckmech Oasis^ | Minimalist Tower Defense*^ | Defendron | Mechanines Tower Defense | Loop Instructor | Defense Grid: The Awakening | ========================== * = A mazer (or contains a number of mazing levels). ^ = Not a typical tower defense (or a genre mashup). # = Rogue-like/Rogue-lite (or contains a roguelike mode).
Cheap game, fun little tower defense. Sure I could write a lengthy paragraph about why you should buy it - but honestly, at the time of writing it's going to cost you a few dollars (much less during a sale), and it should provide you with hours of fun. If you go see a movie, you'll pay 15$ or more, and get 2 hours of fun. This game has entertained me for over 20 so far - and I haven't got to the end quite yet. Would you say it's worth it?
XUnity.AutoTranslator-ReiPatcherで日本語に自動翻訳が可能ですが、文字が大きすぎて重なってしまい読みにくいです。
I'm not particularly interested in tower defense games, but the title caught me eye. Rats, Bats & Bones? Yes, tell me more. I was captivated by the catchy title, the simple yet full of personality pixelart and the banger spooky synthwave ost. Turns out the game's really fun. It was really enjoyable all the way through. Good variety of traps and some interesting enemies that require certain strategies, but not overwhelming. It was really fun figuring out how things work and even discovering some funny interactions (fling trap + shotgun is all i'm gonna say, that combo made me laugh). Fling traps may not be super universal, but on maps with water/lava their fun factor is incredibly high. My favorite for sure. There's a few upgrade trees to unlock, with new traps, passive buffs you can mix and match on each map and permanent passives. A limited amount of refunds might be a problem, tho i never used any myself. Striking a balance between unlocking new traps, and upgrading existing ones that were effective, seemed to be the key. Some negative reviews say that act 3 is way too hard. Personally i didn't mind act 3 at all. Obviously it was a bit harder, some new enemies to catch you off guard, but nothing too crazy. Just observe and learn from your encounter, and you'll do better next time. I've done act 1 and 2 on medium, and redid maps on hard for more upgrades. A great loop of getting stronger, so you can do hard mode you couldn't do before, to get stronger again. I didn't tryhard that much in act 3, mostly satisfied with medium clears, sometimes not even perfect ones. You can't play hard mode without doing medium first, so why worry about perfecting every map immediately. Just keep going! I finished the game with all upgrade trees almost maxed out, then redid maps on hard with full arsenal. It was a bit challenging at times but really fun! And the game is really cheap, especially when on a sale. Finishing the game took me like 20 hrs, then i played a bunch more for achievements. Overall great experience, even for someone totally new to this genre!
A nice little tower defense game heavily inspired by Dungeon Warfare. It's a little bit more rough than DW in terms of amount of content and balancing, but still a great game. Some people claim that the game has bad balance towards the end, but personally I haven't noticed that. It naturally gets harder on later levels - well, so do most games. There's no "unfair" challenges even in the later levels.
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