
Prepare to embark on an epic adventure with tiny heroes in this tower defence game with a twist! Summon unique guardians to defend Lunalie against various enemies as she journeys through the wilderness of Prism.
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Languages: English
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Hours played at review time, across 47 reviews with recorded playtime.
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Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
Tiny Guardians – защитите свои территории с помощью крошечных героев и не дайте врагу сокрушит вас. Собирайте магические карты с помощью которых ваша мощь будет увеличиваться, а победить врага будет гораздо легче. Во время прохождения игры разблокируйте новые классы и расширяйте набор своих карт, с помощью которых можно менять тактику ведения боя.
With quite a lot more effort Tiny Guardians could become a very good game. As it stands it's a mobile port (which I knew) but a badly polished one (which I didn't know). It's a tower defense game game without the towers. A hero defense game unlike Defense of the Ancients. When under attack by a wave the hero loses the ability to move, becoming a 'hero tower', but gains the ability to summon defenders who can be moved within a limited range. None of the above is bad and along with the heavilly Kingdom Rush inspired graphics Tiny Guardians has happy cute feel to it. The probelm is in the port / implementation. Everything is slide this, tap that. If you want to summon a unit there is no right click wheel that can be popped up where you want the unit. Instead click and drag the summoned units card to where you want them. It's possible to click a card and then click where you want to summon the defender but this doesn't always work. Not a show stopper but subtly annoying. Upgrading units is the same. There is no context wheel for a unit, instead there is an upgrade card that must be dragged, not dragged anywhere in particular, just dragged. Then the unit upgrades. Moving too: click a unit and then drag the unit to where you want them, not select and click where you want them because again, the command is mostly ignored but not always. All of this could have been better and with all little annoyances I started losing interest. The game is slow, both in terms of unit movement and play style. I found my mind wandering whilst waiting for my units to mop up various groups of baddies. Playing the game on harder modes doesn't really help as increasing the difficulty increases enemy health but doesn't allow for more skilful play. It's not possible to select a unit behind another unit - including the hero. This would have been a problem only if there was more than minimal control over summoned units. When moving a unit out of harms way or into a healing circle they'll either not move at all or walk right back to where they were originally. And this is assuming the screen doesn't inadvertently scroll whilst trying to drag a unit around. On the other hand there is so little need for interaction (except during the tedious slogs that are boss fights) that not being able to micro manage units is not a real problem. Lastly and most annoyingly Tiny Guardians has a number of techincal issues. Sound and music don't work (at least not for me). The maximum resolution is 1920x1200, lower than my monitors resolution. Menus are unresponsive and toggle states get confused. And enemies become passive and invulnerable effectively requiring a stage restart. I can't recommend Tiny Guardians without an overhaul, I suspect this is a great time waster on mobile devices but it's failed to transistion to PCs. Buy this is you like Kingdom Rush style art or want to support the developer but otherwise avoid.
This game really isnt worth the money, its extremely limiting in choices and number of units. Not to mention slow. Additionally the 'challenge' mode doesnt actually add any level of difficulty as the only actual way to do these missions is to over level past them and unlock the spamable heals and damaging spells. Not a good game, maybe worth £1.99 on mobile, no way its worth £7 on PC. Refunded.
Really fun combination between Tower Defense and RPG You upgrade heroes instead of towers Cute graphics a variety of units with different upgrades and abilities Tons of challenges and side quests Has achievements and trading cards!
It's a Tower Defense like game made from South East Asia (SEA) Developer. Malaysia to be exact. This game was 1st released for Mobile so yeah It's more mobile friendly. As a PC game it lacks many things especially the character control. Nevertheless, it's a fun game to play.
[h1]Despite its cute outer shell, Tiny Guardians is a surprisingly-challenging—not to mention unique— take on the tower defense genre.[/h1] https://youtu.be/79UxeyP2hcs .Story. You are Lunalie, a sorceress who is in search of her master. There’s not really any explanation of why you’re braving the dangers of world map, but fine. At least we have a purpose. Lunalie has the power to summon guardians to protect her via the usage of cards—a talent I’m assuming her master taught her—and she’ll make use of it as she continues her quest. .Gameplay. This game is played entirely with your mouse. In typical tower defense style, it’s your goal to protect a base of sorts by creating units—only, in this case, your “base” isn’t some stationary building or crystal, but a mage who marches across the battlefield. As such, the units you create have to protect your base from all sides against enemy mobs. You select a stage from the world map and the description tells you a bit of the story. Upon starting the stage, you select which units (up to five) you want to take with you. Then, you can choose which unit—or units, depending on how well you utilize your mana, which is displayed at the bottom right corner of the screen and on the cards you use to summon guardians—you initially want to protect you. Then you start the game and Lunalie begins her trek across the map . There’s a blue ring around Lunalie that indicates her range: you can summon guardians and cast spells within it. The guardians are also limited in their movement range by this ring; they will stay within it and have their own attack ranges which can be displayed by clicking on them. In order to summon guardians, you have to drag the corresponding card to one of the available nodes on Lunalie’s magic circle. You’re able to upgrade both your guardians and Lunalie. Upgrading the former will add to their health, damage, etc and the latter will allow you to control more units. In order to upgrade, you need to have enough mana and, much like summoning, you simply drag the upgrade card onto the battlefield. Lunalie’s spells are available to you on the bottom of the left corner of the screen. Spells don’t cost anything, but they have a cooldown. Simply drag the card and.. Well, you probably get it already. There’s a lot of sliding/clicking and dragging here. The game is a mobile port after all. In typical mobile style, you get a rating—one to three stars—for each stage you clear. You fill up a bar at the top of the screen by clearing waves quickly and efficiently and some waves can be released more quickly (they’ll have a timer ring around them, so you have to look out) in order to gain extra points. You’ll lose progress towards the next star if Lunalie takes damage. *Clearing stages in addition to completing challenge missions (more on that later) nets you gold coins if you complete them in the Tavern tab. Stars are used to purchase upgrades for the four unit classes: warrior, range, magic, and stealth. There are three units associated with each class: Warrior: Knight, Paladin, and Berserker Range: Archer, Sentinel, and Hunter Magic: Sorceress, Cleric, and Wizard Stealth: Rogue, Dancer, and Assassin Upgrades apply to all units that fall into the different categories. You can also upgrade the effectiveness of Lunalie’s spells. There are a total of 30 units to unlock and you start off with two. The rest, excluding four you unlock by earning coins from completing quests, are unlocked as the story progresses. .Atmosphere. The graphics are cutesy and colourful. Your little chibi units march to battle against little chibi enemies on battlefields that are done in the same bright, cartoony style. The music is nothing to write home about. In fact, I typically play with the music muted so I can play my own. .Longevity. There are three difficulties: easy, normal, and hard. Difficulty effects how much mana you start a match with and how quickly you gain mana as well as enemy strength. There is corresponding achievements for defeating the game on the highest difficulty, so that offers a incentive to add a few more hours on your game clock if you played through on an easier difficulty to learn how best to approach the stages. In addition to the campaign, there are challenge stages. These limit your unit usage, number of times you can upgrade, the spells you can use—anything to make the game more difficult for you. Completing challenges gives you coins so that you can purchase new units. It’s important to note that challenge stages don’t have ratings, so you don’t have to do well—you just have to finish. Which is good because, true to their name, they can be quite challenging. .Pros and Cons. [list] [*]Simplistic gameplay that’s easy to pick up and put down. [*]The ability to change resolutions. I’ve noticed that ports tend to overlook this, so kudos to Kuremii. [*]A range of units with different strengths. These add a layer of strategy to the game. [*]The cutesy character models and portraits are charming. The portraits change when upgrading a unit, which is a nice touch. [*]Boss fights require you to actively command your units in order to dodge oncoming attacks. They’re tense and challenging, allowing for a feeling of satisfaction once you’ve figured out how to best them. [*]The A.I. acts in a specific way and the game tells you that: i.e, Knights attack whatever’s closest and Assassins will protect Lunalie. No stupid A.I. here; they act as specified. [*]The game is difficult in the worst of ways. Many of the stages have to be played just [i]so[/i] or else you’ll fail. [*] No sound options other than to turn it off entirely. [*]The price point versus the iOS and Android versions. The PC version costs nearly three times as much and, while it doesn’t contain in-app purchases for units like the mobile version does, the difference between the two is a little steep considering the content. [*]The controls aren’t terrible, but they’re very much intended for playing on a touchscreen. [/list] .Bottom Line. Tiny Guardians is a fun, albeit sometimes frustrating experience. You don’t have to be an aficionado of the tower defense genre in order to enjoy it and the simplified gameplay allows for just about anyone to pick it up. The game is challenging, it performs well, and is worth at least a quick try if you’re a fan of strategy titles, but aren’t looking for something too complex. To those of you who picked this game up in the Majestic Bundle from Bundlestars: don’t let this casual little strategy title fall prey to your backlog. If you missed that chance, I’d advise waiting for the game to go on sale by at least 50%--otherwise you’ll be overpaying in comparison to the iOS/Android version.
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Do you like games like Kingdom Rush but want something a bit different? Tiny Guardians promises just that. Instead of building towers along a lane and controlling 1 hero, you are following your hero through the lane while controlling up to 6 guardians of various classes. Sounds good so far, yet the execution and actual game play and tactics are pretty lacking, unfortunately. Let's start off with the guardians: All in all there are 12 guardians available over 4 different classes (Warrior, Range, Magic and Stealth). These "classes" can be upgraded with stars you earn from beating levels (up to 3) and challenges. These can also be upgraded several times during battle. Each hero and upgrade costs resources that are earned by killing enemies. If you want more heroes that will also cost ever more resources. Higher Tier heroes cost more resources to deploy and upgrade. Tier 1, which you unlock in the first few missions (Knight, Archer, Magician and Rogue) are actually pretty good for most of the game. The Knight is a sturdy tank with a stun, the Archer a ranged DD with good DPS, the Rogue a hybrid melee/ranged DD, who's not really all that necessary, and, what I found to be THE bread and butter hero in the game: The Magician, the only one who can dish out reliable AOE damage with each shot, slows enemies and causes massive aoe damage every few seconds with her spells. Seriously, this unit is so overpowered that building nothing but Magicians with maybe 1 tank (and later a healer) is enough to destroy most enemy waves. Of course they are fragile, but who cares if the enemies are often dead before they even reach you. Tier 2 heroes (Berserker, Hunter, Cleric and Assassin) unlock gradually in the mid to later levels. The Berserker is a moderately ok unit with an AOE special, more HP, but less Defense than the Knight, so I never really used him. The Hunter deals a bit more damage than the Archer, but is slower and has a crappy special ability, yet you ABSOLUTELY NEED her for 5 or 6 levels, because she is the only one who can spot stealthed enemies and traps, which can deal tons of damage. So it's kind of annoying that she gets shoehorned in there like that. The Cleric is a dedicated group healer, but only after being upgraded once in battle. She is essential later on, unfortunately. The Assassin is a melee crit damage dealer with quick attack speed, but is weak without the expensive upgrades. Tier 3 is where the game loses ANY appeal whatsoever, however. These heroes can ONLY be unlocked with the ingame premium currency "coins". I assume that in the mobile version (yes, this is a port), these could be purchased for real money. Here you get coins after every mission or so. If you just stick to the main campaign (about 14 missions I think) you should be able to unlock ONE of them about half way or 2/3s through the campaign. That is if you want to play with the Paladin or the Sentinel, which cost 8 coins. The Wizard costs 12 and the Dancer a WHOPPING 20 coins, which means you will be grinding challenge missions for quite a while (artificially lengthening the game). Challenges force you to play a map with no reviving heroes, only certain types of heroes, a maximum of x upgrades or just at a higher difficulty (always a combination of 3), which makes a victory anything but certain. This is unacceptable in a SP game for which you pay full price. Moreover you have only a vague idea of what each hero does until you unlock or deploy them. Only then is the entry readable, so you could be saving 20 coins for the Dancer, hoping to unlock the most powerful hero (because it's the most expensive), only to find yourself with a hero you won't ever use. Personally I unlocked the Pally, which is just a better Knight with a heal instead of a stun, but also twice as expensive almost. Deals a lot more damage as well, but I've heard the Sentinel and Dancer are a waste of time and the Wizard is supposedly a Fire AOE mage. I'm fine with my discount Ice mage though. I assume the Wizard is too expensive to effectively use anyway. Which brings me to my next point: At least on the 1st difficulty setting Tier 2 and 3 heroes are just not good enough to warrant the expensive upgrades. I usually just went with 1 Paladin, 1 Cleric, maybe 1 Assassin and 1-3 Magicians in the end, upgraded the first 3 once to get their special abilities and then just focussed on the Magicians (not in that order). What point is there to include all these options if there's no viability and the game is not balanced? I'd rather have a Level 5 Magician than a Level 2 Paladin for kinda the same price. This is one just one of the flaws of the game. Next up, enemy variety: A new type of enemy gets introduced with each level. Basically these are for the most part mildly interesting and fun, but also pretty standard, apart from the carnies. Nothing you haven't seen anywhere else before. There are also a handful of bosses, which are just super annoying, but we'll get to that later. Levels: Not too many and nothing interesting. Why you traverse the levels instead of just standing there and waiting for enemies? Cause the game says so, but it doesn't make a difference. In other TD games the level plays a vital role in your strategy. The only tactical decision here is "take a Hunter or an Archer?" based on the enemies in the levels (mid section of the game). Shame. Graphics, Sound, Music: Decent flash graphics, ok sound, subjectively ok music, but gets repetitive. Controls: The best for last...*sigh*. The game was clearly designed for mobile users. Heroes are controlled exclusively via drag-and-drop. Same goes for upgrading them. For the most part this is "ok", but in any case really obnoxious and irritating. Maybe assigning each hero a number key or just changing the whole pace of the game in general might have been a good idea, I don't know. I can clearly see how on higher difficulties the slow input could be a real problem. The controls aren't too precise either. Especially in boss fights you need pretty insane reaction times to hope to avoid the boss abilities. Speaking of boss battles: ♥♥♥♥ me, are they boring and bland. You basically just fight a tough enemy with an insane HP pool, who regularly charges you and then "leaves" the battlefield to "bombard" you from afar. EVERY boss does this, they all follow the same pattern with various variations. I've beaten them all on easy, but some of those abilities ONESHOT your heroes (especially the Troll Warlord!) and you can often not even avoid them, because your heroes are too slow and you're already being hindered by the clunky control scheme. Big no! All in all the game is not worth the price of admission for barely 4 hours of gameplay in my opinion. And also pretty much a waste of time. It's not particularly fun, offers little new and doesn't even have any semblance of a story. For the most part it's: Build x and y, upgrade, win, continue. It could have been something better, but it isn't.
Pros ------------------------- + Cute Graphics + Somewhat fun to play Cons ------------------------- - Buggy - Mobile port with paid ingame content - You're paying 10 bucks for a mobile port and you're not getting all the content - Insane CPU usage Skip this game
Cute little mobile-esque game. Fun to play with major issues though. - The game speed is incredibly and frustratingly slow! - The challenges are made by a moron. - Bugs: here is one example https://steamcommunity.com/sharedfiles/filedetails/?id=2176524826 I will recommend it though. Once you unlock stronger units it becomes playable.
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