Fortification: tower defence Reviews

Co-op and Single player Tower Defense genre.
App ID1383760
App TypeGAME
Developers
Publishers Koker_007
Categories Single-player, Steam Achievements, Steam Cloud, Multi-player, Co-op, Online Co-op, LAN Co-op, Steam Leaderboards, Stats
Genres Casual, Indie, Strategy, Massively Multiplayer
Release Date24 Jun, 2021
Platforms Windows
Supported Languages German, English, Russian

Fortification: tower defence
2 Total Reviews
2 Positive Reviews
0 Negative Reviews
Negative Score

Fortification: tower defence has garnered a total of 2 reviews, with 2 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.

Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 25556 minutes
i like this game. You have a main base, where your escape vehicle is. you protect it by creating turrets along the way to it. where this game STANDS OUT is it has unlimited amounts of maps, as they are autogenerated from a random text. it has multiplayer. and you can alter the route on the maps by manipulating the ground up or down, this game is not just good, ITS GREAT! buy it.
👍 : 7 | 😃 : 0
Positive
Playtime: 1349 minutes
Research takes too long, atleast allow upgrading multiple things at once.
👍 : 0 | 😃 : 0
Positive
Playtime: 217 minutes
It has a lot of potential but right now, as a TD, it has much to improve to keep you playing
👍 : 0 | 😃 : 0
Negative
Playtime: 853 minutes
This is a great game, especially for 3 bucks. However, there is a large bug where about half of the time you finish the game, you don't get your rewards. This is a massive bug, but the rest of the game is very fun. I hope they fix this bug quick, as it ruins the game a lot.
👍 : 0 | 😃 : 0
Positive
Playtime: 2504 minutes
i am stubborn, thatswhy i got trough the issue described below. its a challenge. This is so frustrating. After about 80% of all WINS there are no rewards (neirodata) given out. there is no pattern as to when rewards are given out. 2 games, same conditions, different result. You need neirodata to research technologies. Without those technologies there is no way to destroy the high health enemies. It probably is a simple bug in a single line of code. IF its a win then give out all the accumulated neirodata. The developer cant be arsed to fix this even though this problem is known for a long time. Also there is an artificial waiting time when researching. In my case up to 20 minutes and increasing with every research. Probably this was put in, to inflate the time people spend in this game. Disgusting.
👍 : 0 | 😃 : 0
Negative
Playtime: 122 minutes
Terrible, maybe worth $1, After 2 hrs i am done. Many bugs, you don't get the rewards at the end of missions etc, unbalanced.
👍 : 0 | 😃 : 0
Negative
Playtime: 42 minutes
So what it essentially is, is a 2€ Tower Defense game, where you waste a little bit of time while watching youtube or to get a coffee. You can certainly play this with all your attention on it but it has a slow start as most TD's have. So far I really didn't understand the Research system, sometimes offering me stuff to research and other times it didnt, while Upgrading also seemed really lackluster. So far I have only found a single upgrade on the laser turret but nothing else. In conclusion it is a decent enough game for the 2€ the devs ask for but I would pay more than 3€ considering its bare bones approach to things. Maybe it gets better down the line, as for now, you are looking at about an hour of content.
👍 : 2 | 😃 : 0
Positive
Playtime: 993 minutes
This is a good example for anyone else trying to develop a TD game. This was an ok 12 hours of play time. If this game was still being developed I'd recommend it, as having potential but as is, it's just worth the tiny cost. Better balance would make it more fun. With the current economy the strategy is "place anything" that will get you passed boat two, nothing you do will get you passed boat 4, and the map you generate will mostly determine the rest.
👍 : 2 | 😃 : 0
Positive
Playtime: 150 minutes
I find it odd that the only other negative review (while I write this) complains that the enemies are "too small" when you can easily zoom in and out and move the camera around, so that's not accurate from my perspective. But there's unfortunately so many other things missing that could be mentioned. First is the lack of any instructions or tutorial. While it's pretty easy to figure out the basics, the details are easy to overlook. How any of the timer or slider options works is not obvious until you've experimented with them repeatedly. I've won a dozen games and I'm still not clear what the rules are for how pathing is determined. Second, the lack of tower options and enemy variety is boring. I don't need fancy graphics, but variety of function would be nice. Lack of any story or progress. In theory there's an infinite number of randomly generated maps to play on, unfortunately they all might as well be the same as there's no change in strategy from one to the next required to actually win. Some of the generated maps do not even function. Once you finish that's the end. You can be done in 10 minutes or wait for another wave of enemies just to treadmill out a higher score, but there's no purpose in doing it. Each session is identical to the last. Lack of basic features and functions. You can't remap keys, the tower upgrade system is poorly explained and just tacked on. There's a very basic coop mode that has about as much purpose as one person playing while the other just watches, two people placing towers faster is still the same 10 minute game loop that you watch play out either way with no benefits. In theory I like the idea of unlimited randomly generated maps and there's certainly coop tower defense games that are interesting, so I understand why it was added here, but unfortunately this feels like a tech demo that was never finished. You have the basic framework for what might be the start of a game but absolutely nothing beyond that. For $4 I don't expect much, but this is incomplete as a game. There's definitely the start of an interesting idea here, but it's so lacking in content I can't see the point in recommending this over any other tower defense game, most of which are far more robust, even in this price range or cheaper. I watched this game for more than a year while it was in early access and then it was shoved out to release with as far as I can tell no major improvements. This could use another year or two in development, but appears to have just been abandoned as-is by the developer in what feels like an alpha stage. --- Bottom line: I can't call this anything but a tech demo, it just feels incomplete. --- [url=https://store.steampowered.com/curator/38232109/]While you are here, would you consider following my curator page?[/url] [url=https://steamcommunity.com/id/kunovega/recommended/]Want to read all of my reviews and not just the curated ones?[/url]
👍 : 16 | 😃 : 0
Negative
Playtime: 1381 minutes
I really want to like this game. Unfortunately it's quite rough around the edges and has some major issues with it. A few of the bigger issues that ding this game quite hard are. 1. Neirodata isn't always rewarded after launching your rocket. This is the biggest issue since Neirodata is your research points in the game. It stops advancement in the game and getting the upgrades to optimize your towers. I had a massive source of frustration with this after 5-6 runs in a row and not getting a single reward. Even after attempting to play the game more I only get rewarded every 2-3 runs at best. This kills most of the fun with the game being the entire progression system, since beyond that its bare-bones. 2. Tower balance is wildly off. I'm not sure if the Rockets or Artillery are supposed to get better with upgrades. A massive issue is that you can't reach those upgrades during a game even after you have most of the research tree unlocked. It's extremely easy to get overwhelmed depending on the random generation of the map especially with maps that have direct routes to the missile. The Artillery in particular seems to have a minimum firing range for accuracy and if enemies get too close it can never hit them. This is even worse on the fact that some maps are so small that your artillery will have to sit in very odd places to get good hits or not hit at all. The damage is also extremely low on the artillery for how expensive it is, and the damage upgrades are even more so. Missiles are not as bad, but still have extremely poor damage compared to even a basic cannon tower. 3. Game mechanics are not intuitive and there is no explanation of the hidden stat system. I saw on the forums that the dev said enemies get weaker the further they get into the route. That's a critical piece of information that is explained nowhere and completely would change how most people play the game. You can actually get trapped into trying to hold off enemies like crabs that you have absolutely no chance of holding off at any point near the start of a route if you don't know. On top of this the default targeting modes are bad for the towers so they will not perform well right out of the box. Laser for example targets the fastest when realistically you probably want it targeting low health or high health units. Cannons you want targeting high health units instead of the default low health. Maybe the dev had them as sniper in mind? The gatling gun targets near when it probably should target low health since it's good at clearing chaff after one rotation upgrade. 4. Raising and lowering land seems to be a trap along with buying anything, but platforms. Sometimes I could see amazing opportunities to ferry enemies through a longer course by terraforming the land, Unfortunately you never really have enough resources to do that. On top of the fact that the other two types of terrain don't seem to do anything special to enemies besides block a type from going through. I feel like the game is missing a 4th type of alternate terrain, maybe something to stop the troopers from running through the level. One type of terrain blocks vehicles, which is an enemy type. The other blocks all large units, vehicles and troopers can pass through it. I feel like having a 4th type will let you construct lanes that you can furrow the different enemy types down without being able to completely block the course. Sometimes the game doesn't read it correctly either when I wouldn't block the course and it will not let me put blocking terrain down. This can be frustrating since you will dump money into doing something only to find at the end you aren't allowed to do it and wasted money that could have gone into more towers. This has lead me to entirely not using anything but a platform that can build a tower since it hard blocks all types of enemies and I can build a bunker on it. Though in the end these all feel irrelevant since the enemy waves quickly get so massive and have such high HP the routes stop mattering. In the end I think this game has a ton of potential and I'm happy to change my review in the future if things change. I saw that the dev said they needed more money to be able to finance time to work on the game. If you put more effort into polishing up the game I think you would have a small hit on your hands and get quite a bit rolling in. You don't however want to screw up your launch and have the game get a bad reputation right off the bat, especially with such a fresh idea. Hopefully things change course. Good luck to the Dev and I'm sure people will help give you feedback for whatever direction you take your game. At the end of the day it is your game and your decision.
👍 : 15 | 😃 : 1
Negative
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