We firmly believe that there’s no such thing as too many tower defense games, and thankfully, GameSpire agrees. Consequently, we have a whole new game to check out: Tower Defense Generals TD.
This particular tower defense caper is set in a decidedly military atmosphere, with tanks, turrets and the whole nine yards.
Per the press release, the main features are as follows:
TD Generals features:
★ 18 exciting levels to master.
★ Multiple episodes in varying environments, each with unique gameplay challenges.
★ 12 powerful towers, including laser gun, missile launcher, machine gun and vehicle support. The ultimate TD arsenal!
★ 20 different military enemies with unique abilities and weaknesses.
★ Legendary generals. Each has unique specialties that fit different play styles!
★ Upgrade system allows you to min/max your towers towards your preferred strategy.
★ Three difficulty modes to challenge your tactical skills to the limit.
★ High definition 3D graphics and special effects.
★ Optimized for Android phones and tablets.
The game is free (with in-app purchases); check out the trailer below:
The game starts with aplomb, and Adam is a character that the game nudges one to pick. Our boy Adam happens to be the Guardian of the Northern Kingdom. We also learn that he is tasked with protecting the tower from dastardly goblins, and he accomplishes this task by keeping the monsters away with his rusty bow and arrows.
The shooting mechanism mostly defines the game. The archer is perched up high, arrow ready to fly, waiting on individual goblins to break into view on the right. The game utilizes an arcing line to show the arrow’s projected flight path; this can be adjusted by dragging a finger on the screen.
The interesting trick is not to just get the arrow to hit a stationary enemy, but to gauge its forward progress, such that one has to actually aim a few “game feet” ahead; when one gets it just right, it’s possible to kill or slow down an oncoming goblin. The built-in tutorial is helpful here, and practice makes perfect.
Headshots are especially valuable, and other hits generally reduce the monster’s lifebar. You can’t let a monster get to close, because the shooting angles become impossible when it get’s closer — too many monsters accumulating at the base of the tower means death to the defender. After a set number of incursions, the level is hopefully passed and goodies issued.
As the game goes on (and XP increases), the enemies get tougher, and so do the weapons available. There are other archers that can be unlocked too. You can use boosts, and craft more weapons in between. Bosses, multiple incursion paths, enemy projectiles… yep, yep and yep.
The gameplay develops at a reasonable pace, with advanced weaponry mostly becoming available right in step with the arrival of tougher villains.The other elements aren’t too tough to comprehend, and the changes in pace help keep the concept somewhat evergreen.
The combination of graphics and shooting mechanism work well, and allow this title to live a bit beyond the confines of its genre.
Nonetheless, it is a tough genre to break into, and even with the engaging action mechanism, it might feel a tad monotonous after a while.
The action reflects well via the graphics, which are presented top-down in landscape mode. It possesses simple looks, with easy-to-identify characterizations and soft colors. The animations do the job, and convey the action reasonably well.
The basic gameplay premise is to protect a land-based set of buildings from incoming waves of vehicles intent upon inflicting damage. The main player deterrent is a turret; it can be moved along the incoming path, continually firing on its own. So, in the perfect world, one slides along, shooting and destroying the invaders by reducing their individual life bars to nothingness.
The base one is defending can only take so much damage, so one has to move expeditiously and wisely to dispatch with the baddies before seeing the base’s life bar depleted, which causes the run to end unsuccessfully.
As to be expected, the incoming vehicles have varying attributes (like tougher skins and more potent weapons); conversely, there are different type of weapons one can use, and newer ones can be unlocked. For most actions, there is an opportunity cost that the player must consider. For instance, using the one weapon means it isn’t available for use till it is recharged. There isn’t an unlimited supply of resources either.
Success leads to game cash, which can — and should — be used to make improvements to one’s weapons and such.
For what is in essence a tower defense game, this simple action adventure comes together well. There isn’t too much complexity, and one doesn’t have to wait too long to get tougher sequences. Things can be expedited with real cash, but having real money doesn’t seem overly mandatory.
“Simple” is the word of the day when it comes to App Entwickler Verzeichnis’ Missile Defence WCP 1.2.
Graphically, the game uses a relatively low frills template; the 2d-ish still image that makes up the playing area is presented in landscape, with a sprawling cityscape exists towards the bottom, populated with telltale skyscrapers of different sizes. The dark silhouettes do stand out, as they are meant to, and against the gentle horizon in the background and water body in the foreground, they almost look stately.
It’s an easy game to understand. All one has to do is to save the city from the missiles hurtling towards it from above; said missiles speed down all comet-like, with trails of fearsome white emissions making them loner — and more deadly — than they may be. They come downwards from the top of the screen, first somewhat singly, and then in waves which cause even more havoc.
The main tool to prevent destruction of the city are the two guns that are planted on either side of the playing area.
To get the incoming missiles before they make landfall, one needs to judge the path of an incoming projectile, and time the protective shell such that it hits the enemy weapon at just the right time, thus destroying it. Being off, even by a little, makes the protagonist fire miss. Some logical concepts are present, like the intuitive idea of it being better to take out missiles before they get closer to the buildings.
The game incorporates an upgrade system that allows one to improve weapons.
In essence, the game has one major concept: save the city by intercepting the incoming missiles. Timing and use of angles make it a bit of a challenge, but the encompassing simplicity of the gameplay is never really concealed.
In an increasingly saturated mobile app market, it is definitely hard to make a name for oneself; having a well-received big brother on the Play Store is definitely a benefit.
Clash Royale, from Supercell — yes, that Supercell — definitely has just that.
The graphics are fun to behold… deliberate, somewhat whimsical characterizations on a colorful background template. The main action is imbibed via a top-down view. The game incorporates animations that help the action along, and they do add visual pop that helps keep one engaged. From fireballs to marching duos, it comes together quite well, and even the side screens feel genially done. there’s detail in the little things — arrows look like arrows, for instance — and even the occasional dragon is easy spot and enjoy.
The sounds are quite appropriate, and all connect with the eye candy component.
If the game feels somewhat familiar — as in, say, Clash of Clans — the similarities are well-intentioned, as both games share creative DNA. This one stands firmly on its own, and the seven-part hands on tutorial helps one understand the flow of the action.
The main idea is to win PVP battles; at the base level, there are three enemy towers, and three home towers. Intuitively, one wants to take out the opponent towers before that person returns the favor.
Like any tower defense game worth its salt, this one has troops (cards) of different abilities, and one has a limited, rechargeable amount of “elixir” which is used to deploy these different pieces. Deployment does two things; they can generally attack enemy installations, and may even be able to take on enemy troops that are attacking one’s home towers. Since each piece has its own attributes, and also because one has to wait for recharging (plus different pieces have different costs), one has to deploy with a semblance of strategy. Each side gets a king’s tower and two sentry towers, and protecting the king is paramount. The cards run the gamut, bringing fantastical fighting personnel to the fore.
It boils down to a timed war of attrition, if time passes without a clearly winner, the game starts a sudden death overtime period.
Cool stuff, really.
There are a lot of other pieces, like chests of goodies, the upgradeability of the cards, the ability to collect other cards and create battle sets, achievements and more. Gems and gold coins make things happen, and can be supplemented by real cash if one wants to expedite processes. Players can level up, and some things (like selecting clans) are based on one’s level.
The game does slow down, creading a faux energy requirement, but it is possible to go rounds and rounds if one is willing to forego some payouts.
Altogether, it’s an engaging caper, if a bit overwhelming; simply put, it has great appeal.
Battle Bros is a multifaceted adventure that pits rustic homeowners against hordes of baddies that look to make quick business of the protagonist’s living situation
Our hero looks to stand tall against seasonal mayhem.
Visually, the game is a treat, with vibrant use of color and cutely whimsical depictions. The animations are done relatively well, and interactions are easily conveyed; the developer incorporates simple tricks to underscore the gameplay, and the entire eye-ear package is great.
It is a tower defense adventure, but is fairly atypical. In this one, our forest-dwelling protagonist own a small cottage. Unfortunately for him, there are a bunch of baddies — ghouls, creepies, even spooky bunnies — that are looking to overrun this dwelling. Of course, our boy isn’t having that, and is able to combat them with a trusty hatchet, melee-style. Each bad thing has a life bar, and the idea is to reduce each to nothingness before it/they get to the house. They cause damage to the hero as well, and our hero’s attack ability takes a while to recharge, so one needs to be prudent.
Even more compelling than the hand-to-hand combat — or almost so — is the defense pieces the game employs. he player can use a variety of traps to impede, slow down and/or neutralize enemies before they reach the house. Said traps run the gamut, and are available based on one’s XP level: dogs, ground stakes, darts, etc., and one can place them in the path of the marauders, and then wait to finish off what makes it through with a swipe or two of the hero’s hand weapon.
It gets busy fast, and one has to set up quickly, as there are multiple ingress paths to cover. As one does damage, one can collect coinage. It works in a seasonal means of distributing the minions, and even manages to toss in boss battles.
Gripe? The multiplayer version struggled to find opponents, and defaulted to single player mode; plenty of fun, but it would be nice to have both options always available. Also, there is an energy requirement.
Still, plenty of fun, and one of the most vibrant games of its type around.
The game brings some serious artistic flair to bear, with fun-looking graphics and enjoyably zany animations. The stickman base is not a a strict rule, as there is plenty of visual diversity and interesting characterizations. There is a judicious use of color that is matched with seemingly appropriate sounds, and altogether, the media presentation does a fairly good job of framing and assisting the gameplay.
The game comes in two distinct gameplay flavors: Battle and Adventure. The former is more of a singular type of battle format, allowing one to play in three different sub-modes (Raid, Siege and Team Battle). Adventure is more akin to a full-fledged campaign experience, with leveled sections, a three-star success measuring system and the requisite increasing points of difficulty. In Adventure, there are different “stages” with different levels, and boss battles to contend with.
We really got into the Adventure mode, and it’s perfect for folks looking to really get involved in the game. It unfolds like a typical tower defense game, except that one has access to a limited number of unit types early on. One gets matched against the game UI. The player has a tower to defend, and the enemy has its own; each side is looking to knock out the others.
The battles are interesting to see, and the core idea is to overwhelm the enemy; this involves a bit of resource management. As one encounters more success, more potent units are unlocked, and collected gold can be used to improve the efficacy of troops. Yes, leveling is key here, and the fighting categories are best played to be enjoyed. Suffice to say they are quite atypical.
All in all, it feels like a pretty good sequel to a sequel. It’s a great game for returnees and newbies, and does the tower defense genre proud.
Web games from days past? Sign us up. We’re all for Stick War: Legacy.
Looks-wise, it maintains a retro feel, from the use of stick people, to the delayed animations of the characters to the color scheme. It isn’t glossy, and really isn’t trying to be, which, in a way, sets it apart.
There are three difficulty levels (“normal,” “hard” and the pause-inducing “insane”), and the game itself manages to fit in several elements; it starts out with in an in-challenge tutorial that lets the player get a feel for how things work out.
There are different types of players, and each has a cost. the player starts out with a limited amount of coins, and the game has one select a miner. This one sports a pick-axe and gathers gold, and essentially, finances the civilization (as can be seen from the increase in usable coin as it/they begin work).
As coins are accumulated, one can “make” more miners, or select another class of stickmen… like a swordsman. these blokes are important as well, as they attack, defend and otherwise advance the player’s agenda.
Now, in each level, there is an opposing group. This group has its own fighters and miners, and, like the player, have a sacred statue they are willing to die to protect. The basic idea, as demonstrated in the introductory level, is to tear down the opposing statue while protecting one’s own. This entails using the any of the virtual buttons which can make one’s fighting force to attack, drop back or defend. If one works his/her pieces right, it’s possible to garner victories, which give one gems for boosts (spells) and the ability to upgrade attributes.
One learns how to control solitary players, which is a fantastic tool; more types are unlocked with success.
There are also levels with subtle tweaks. one might, for instance, be tasked with protecting one’s statue only for a set period.
So, when it’s all said and done, one gets a bunch: tower defense, some “capture the flag, resource management and raw strategy with regards to managing numerous ebbs and flows. To be successful, one needs to be patient and know when move, and what to develop when. Every break creates opportunity costs situations, and the different locations bring light changes in the strategy needed.
It’s a fun game that doesn’t tax the brain too hard, and is well worth a free-to-play try.
To be fair, tower defense games are a dime a dozen on Android, and for good reason really; the concept is simple, and supply will meet demand.
Still, it’s a crowded field, and newbies like Alien Robot Monsters do have to be a cut above to his their own.
The playing area is, well, alien terrain presented in a top-down view; generally, one gets a set of windy paths that culminate in an exit point.
The gameplay is leveled, and each frame essentially consists of waves of marching enemy robot hordes trying to get from point A to point B. The obvious objective for the player in this one is to build defenses to prevent the enemy robots from getting to their destination.
To do this, the player constructs towers in predetermined spots, using limited game cash that is replenished by taking out robots. The towers can be upgraded, torn down and reallocated, and even converted during the “live” action. Likewise, the enemy combatants vary in vitality and armor, such that some are much easier to destroy than others. Of course, letting too many enemy pieces past the threshold ends the level in failure; successfully withstanding the waves is ranked by stars (depending on how few robots get through) and opens up new levels to explore
The upgrade process is fairly easy to navigate, and the developer does a good job of providing info blocks to help explain related aspects. Unlike some games, the transition in towers is fairly varied, adding in cool elements like melee battles and a “technology” component. Because of the fixed building spots, a good degree of strategy and planning has to be employed to go further in the game.
As one goes further, newer pieces are unlocked, and, seemingly, tougher opponents. The challenge always rises, and this is part of the game’s charm. Real cash can be used to expedite progress, yes, and there are times it’s tempting to do so.
All in all, a fun offering that stand on its own two feet.
Alien Robot Monsters is an epic sci-fi tower defense action game with a 16-bit era look and feel. Somewhere in the future, humanity’s desire to expand to the stars is yet again faced with expected adversity.
After finding an earth-like planet capable of sustaining a civilization, a colony ship is sent with a small detachment of space marines. However, the whole planet seems to be infested with hostile robotic life forms bent on removing all humans from the planet.
The fate of humanity is in your hands!
â— Classic tower defense action game with explosions, debris, bullets, and missiles
â— 16-bit era look and feel, but still in native 1980 x 1280 resolution
â— Lots of towers, marines, robots, and levels â€“ with new unlocks even after 25 levels
â— Epic old-school Hollywood-style orchestral soundtrack
â— Earn stars by completing the levels, and invest in global upgrades to get stronger
â— 23 different towers with unique upgrades
â— 60+ tower upgrades
â— 31 levels plus 6 harder bonus levels
â— 18 global upgrades with 5 levels each
â— New unlocks in almost every level will keep you hungry for more!
The game is free on Google Play. Here’s another look at the trailer:
Tired of sitting idly while the enemy invades your base? You can now be on the offensive in ALIEN ROBOT MONSTERS (A.R.M.), a intense sci-fi tower-defense game developed by Finnish outfit Kraftix Games.
A.R.M. improves on the tower defense genre by going well beyond upgradeable towers. Need to mount an attack? No problem! Your troops can leave the safety of those armored buildings behind and go from a quick skirmish to all out war in a split second. The gameâ€™s complex technology tree allows for crazy upgrades such as a supply stash that becomes a flame-throwing, mortar-shooting bunker — or a tech center that can be upgraded to an orbital staging area . . . raining lasers on unsuspecting foes :)
You can even upgrade your troops with better armor, weapons, and unique classes such as Space Marines, Spec Ops, Heavy, and Sentinels. The Alien Robot Monsters arenâ€™t going to go down easy, however. These mechanical menaces have a few nasty tricks up their sleeves — including aerial assault bots, swarms of snake-like fiends, troops that can insta-kill your soldiers, walking tanks, and even dangerous mecha bosses …
— Classic tower defense action game with explosions, debris, bullets, and missiles
— 16-bit era look and feel in native 1980 x 1280 resolution
— Tons of towers, marines, robots, and levels
— Epic Hollywood-style orchestral soundtrack
— Stars (earned by completing levels) that can be spent to reinforce your base
— 23 different towers with 60+ unique upgrades
— 31 levels (plus 6 harder bonus levels)
— 18 global upgrades with 5 levels each
— New unlocks in almost every level
The game will be free (with available in-app purchasing) on Google Play; it is due out on September 10th, 2015.
While the series got us going on “tower offense” as a gameplay constant, this one takes it back to more of a tower defense scenario. More pertinently, alien invaders are on the ropes in this one, and humans are the aggressors. Thus, the player takes on the job of saving the home planet of the aliens.
Graphically, it is an interesting projection, clearly futuristic, with a Terminator feel to the dark landscapes. The view is top-down in nature, and the play area generally consists of stretches of land interspersed with defined roads on which enemy (human) attack vehicles travel. The animations sizzle, and it looks pretty good overall.
To begin, one soon gleans the objective of the human belligerents is to make their way to rockets, which are crucial to the aliens survival. The humans want to destroy it.
The player’s job is to build defensive units along the path to thwart the effort. The units can be built only at particular spots, and are susceptible to enemy fire themselves. In its essence, it a continual war of attrition, and the overriding goal is to stop the enemy units before they get close enough to to destroy the launch pad.
Carusaurum is the the currency of note; this needs to be harvested to build and upgrade towers. As one successfully finishes levels, there are better opportunities to expend this resource on. In other words, better defense towers.
To make the game more compelling, there are different difficulty levels, and other in-game rules, like the placement of specific pieces. One can manipulate each tower (stuff like repairing) and destroyed enemy units yield crystals which are useful too. Each level ends when the rocket takes off.
The game does a fantastic job of incorporating several elements, almost surreptitiously, which make it a fuller experience. Yes, you have the obvious tower defense, which is quite familiar. There’s also the concept of asset management; knowing when to allocate what where is important. As the levels and enemy waves get trickier to handle, one has to contend with major decisions: what technology to purchase, what to sell, when to pick a piece and more.
Then there is the raw strategy aspect. The gameplay allows for a degree of craftiness. At the risk of being a, uh, “spoiler” sport, players should enjoy the ability to re-route enemy traffic by using particular tower pieces. Plus, one has to learn how to manage technology points. It is self-contained, intuitive and logical when all the segments are put together.
The Anomaly series flipped the script on a genre, and, and for a finale, it flipped it back in an exhilarating way.