
A roguelike tower defense where you control a single tower to fight against hordes of aliens coming from all directions. Pick your tower, equip up to 4 skills, and choose from a variety of traits and unique effect items to craft powerful builds that lead you to victory.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
Just barely scratched the surface after several hours, and so far this is a wonderful example of a "just one more" game. If you like tower defense, this is mini-bites of it, over and over, with lots of trade-offs to manage during each run. Lots of fun and lots to explore.
걍 재미가 없음
気になった点 ・武器が3つまでしか持てないし入れ替えることができない (一応攻撃してくれるサポートユニットを購入すればもうちょい攻撃できる) ・攻撃してて派手さとか爽快感みたいなのが無い ・スキルの自動発動が購入フェーズに手動で設定しないといけない (忘れると次ステージは手動でポチポチしないとダメ) ・こちらは移動できないのに遠距離攻撃してくる敵が割と出てくる ・パワーアップにデメリットが多い (〇〇+2、△△-1 みたいなやつ) 80%セールくらいなら買ってもいいと思う
叠甲,过! 直接叠血量防御就完事了,我说防御就是最好的进攻,这句话才对吧 不过这数值感觉还是有点问题。
Good enough -- I don't think it quite lives up to its aspirations, but its tacking some of the best lessons from the roguelite genre for an interesting application and a good ui
Well executed minimalistic autobattler/TD
一款融合了肉鸽与塔防元素的小体量游戏,玩法类似站桩版的土豆兄弟,每局围绕中心防御塔部署地雷、炸弹等设施,并手动释放技能抵御四周敌人。局外有天赋成长,局内Build路线也比较自由。主要需要注意的是游戏难度曲线较陡,低难度下也容易突然暴毙,但整体来说玩法还是挺有创意的,可以一试。
第一点,成就过于困难. 第二点,实际内容反反复复. 第三点.没有玩的要点,就拿天赋点来说,如果天赋点获取简单,玩起来就是比较爽了,本来就是一款小游戏,爽起来偶尔玩两把,结果玩起来就很难受. 第四点,塔的负面特质还是比较的难受,游戏玩起来整体来说是坐牢. 建议还是把负面去掉,改成爽游.
我不明白第一个boss设计得那么离谱是为了什么 还有天赋获取如此困难 出了一开始获得的三点 后面几个小时根本就没活得过天赋 各种技能都有BUG 就是一个残次品游戏
뱀서느낌의 타워디펜스
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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