Playtime:
246 minutes
So, what I liked in the game:
1) Definitely liked the fact that despite the similarity of the levels, still the player has to change his battle strategy, and it is interesting when the player himself can assess the situation and realize that against certain opponents some element does not work. Thus, some levels can take anywhere from 10-20 attempts to complete.
2) Quite a variety of monsters, in some places with interesting designs
3) An interesting idea with alternating abilities, which also adds some complexity in forming one's strategy.
4) It is very good that the game can be sped up, it is a necessary thing that must be in a game like this, and it is good that it is not forgotten. Although in general, more levels of acceleration could have been added (3x-5x), but I realize that in this case the game could be very fast.
What I didn't like:
1) it's very stressful to have the same soundtrack for every level. Music has a very strong influence on the perception of the game, and throughout the 16 levels, or even a dozen times per level to listen to the same thing is really stressful. It would be great to realize different soundtracks for each level, or at least under different biomes. + in the main menu also for some reason there is no soundtrack.
2) Also did not like the system of unlocking skills, improvements directly in the store, because in fact the player does not choose what he upgrading, in the course of passing levels to the player in any case give currency (crystals), which he must spend in the store, and even if he does not spend them, at the end of the game he will still have crystals to buy all the stuff in the store. As you progress through the company, the player discovers new biomes, monsters, and after each level the player is given a new skill that he can use in further levels, but the problem is that in the store at the beginning of the game you can buy an improvement to a skill that will be opened only by the end of the game, and thus I as a player lose the right to choose how exactly I want to improve my tower, because I know that in the future I will open more and more new skills, improvements to which I can respectively apply only at the time of the game.
3) also “Ability Wiki” seemed to me a completely useless menu, because I can not understand, i can not see it, what of the improvements I have already bought and what not. Personally, I went to this menu twice, and I didn't see the point of going there anymore, because I could read all the same things both in the upgrade store and directly in the game. If the “wiki” would have more detailed information, such as the amount of damage, ability recharge and so on, this tab would be useful and interesting.
4) Levels are certainly not enough, but in general in the most time to play and not to get bored with the game. Perhaps in the future it would be nice to add a truly endless survival mode, but so far in the game would not be motivated to pass it.
5) Being directly in the game, I do not understand how many improvements of this or that type I have acquired, it would be nice to at least mark a small indicator (number above the icon).
6) The game lacks at least some minimal training segment, I think it is necessary to take into account this point, although of course intuitively understandable, but it is better to indicate that here is “there is a tower, buy it improvements using such and such buttons, money is earned from monsters”
7) Gameplay of the monsters are certainly very primitive, very lacking in some variety in their skills. At this point in the course of the game you realize that there is just melee, ranged combat, and the boss, which is just different with high health and damage. And my tower is not specifically affected by anything, there are no combat dynamics. From level to level is essentially the same, the only thing that changes is the monsters (which do not differ from each other, only the model), biomes (which also do not affect anything, do not initiate any game events). Very lacking some negative, positive effects that have monsters or location on the tower (freezing the tower, blow it up, slowing down and so on). So it turns out that each level is just a number, and it does not present any new challenges to the player.
8) When a player loses or wins a level, a notification pops up, but the game doesn't stop: the clock runs, abilities change. It's a small thing, but it's better to fix.
9) And perhaps the last thing I didn't like is that every few levels I am restricted as a player in what I am going to play. That is, the game simply disables the ability to use certain elements at certain levels, for example, I want to play fire, but for 3 levels I can't do it, because I'm introduced to a new element, and I'm forced to play it. I think it is better to leave the player a choice throughout the game. And let the player will pass the game only fire, ice, it does not matter, just so it feels that your progression and your style is unique, that you did not forced by the developer how to play. I would do, when a new element appears, its just indicate that it would be easier to pass with it because there are more vulnerable monsters to it, but at the same time you could also pass the level with fire but very difficult. Nevertheless, the player must reach this point himself, whether to change his build or not.
In general, the game is more or less 4.5/10, spend an evening, and forget, a lot of work needs to be done, and will be a good game.
👍 : 0 |
😃 : 1