Tower Defense Battle Zone Review

Tower Defense Battle Zone Review

Oct 19, 2017

Just because it’s been done — and done well — doesn’t mean we shouldn’t do it again, no?

Tower Defense Battle Zone called, and we answered.

If anything, it does look good. The graphics are vibrant but far from cartoon-y, and the use of color is pretty good, too. The game incorporates a top-down view for the “true” action, which reflects well in the default landscape orientation. The sound is better than just perfunctory, and at first glance, it is an appealing production.

Gameplay-wise, this one goes on and gets right to it. Yes… which is how it should be. You start out with a few basic wrappings that auto-fire, and the enemy come from the left, looking to make it all the way to breach your home base which is rightward.

The enemy, at the start, consists of motorized vehicles; the defensive units have different costs. Basically, you have to place the cannons strategically, and accumulate cash by destroying the enemy vehicles.

The usual tower defense opportunity costs apply: do you wait to accumulate enough cash to get the best cannons and risk getting overrun due to inadequate firepower, or do you spend the incoming cash on several smaller, cheaper units? Do you create banks of units, or lines and rows?

Decisions, decisions.


The waves keep on coming, and, as expected, the enemy gets better. The game is leveled, and success yields game cash, which can (and should) be used to upgrade weapons. Real cash can be used to expedite operations, but doesn’t not feel mandatory.

Truth be told, this is a tough genre to stand out in, as there are many — so, so many — different titles to choose from. Tower Defense Battle Zone manages to have a few superlatives attributes that just might make it worth the while though.

As noted, the visuals are great, and the play form is about as straightforward as a gamer on the go could hope for. It is a fairly self-serving experience, in that it doesn’t need an advanced molecular theory degree to decipher, but is still avoids the ever-present trap of being overly simplistic.

Microbot Review

Microbot Review

Sep 6, 2017

Yes, Brick Breaker… the iconic BlackBerry game. Two-tone brick smashing fun powered by a rebounding ball and a trackwheel guided paddle. For it’s time, it was mobile gaming through and through.

It was fun.

But boy, you just might wanna checked the newfangled game Microbot, relatively fresh on the Play Store. It an interesting Brick Breaker clone, with a lot of flair, and simple makeup.microbot3

But this ain’t your grandma’s brickbreaker, nor would this one be found on the classic BBOS smartphone. No, this one has a few tricks up its sleeve, which allow it to be a bit of a multipurpose action pony if you will.

At first glance, it looks futuristic; at the very least, an updated version. It uses colors to highlight effects, and the animations are mostly smooth and logical. The sound effects are a welcome, almost needed aspect of the game, and help the gameplay along. It plays in portrait orientation.

Yes, the game itself is an ode to its backstory. Instead of a paddle, you man a gun protecting your city from said microbots. The idea is to fire on the boxes that appear; you should note that the boxes have differing levels of invulnerability, as shown by the number on them. A box with, say “2” requires two hits to be destroyed. The boxes usually come in lines.

Said gun can be shot every step by tapping the screen in the direction you want. One strategy is to bounce shots off the wall to get multiple hits on the encroaching enemy. As you get hits, the weaponry gets better.

But back to the aforementioned encroachment… get those things quick, because there is a major tower defense element going on. You have to eliminate the bots before they breach the city line (at the bottom of the screen). Ah, but there are some bots that do special things; some heal others or themselves every step, which means you might want to take them out quickly.

But there are also energy-bound power-ups which are fun, like reflectors, viruses and the like, which help.

All in all, ii is fun, with plenty to like; the commercials can be distracting, but can be removed.

Bounzy! Review

Bounzy! Review

Jun 30, 2017

Time for Bounzy!.

In this one, you are a mage, and you are helping to protect a town. From what? Well, a host of scary beasts that look to do the town harm. You, the player/mage, are all that stands between the incoming creatures.

At your disposal are magical weapons that manifest much like fire bombs. The idea is to fire these bombs to destroy the enemy before they make it to the city gates. Now, it helps to know that every beast has a lifebar, and it generally takes more than one hit to take them out. Thankfully, the aforementioned magical weapon is a stream of fireballs that each inflict a degree of damage on the enemy.

The real gimmick, the thing the game gets its name from, is the bouncing walls. You see, the magic has the ability to rebound continually within the playing area, doing damage to damage-able things, on and on till they destroy all the enemies or are bounced back towards the bounzy3town where they dissipate. The mage character at the bottom of the screen, and the beasts march forwards. You shoot, and they move forward unless/until they are destroyed by the fire spells. As an added twist, the position of the mage changes randomly every go.

Shooting is performed by tapping, holding and dragging to specify direction, just like operating the catapult in Angry Birds. It’s all about physics, angling and figuring out how to create the most long lasting cascade of bouncing fireballs every round.

So, a typical series is easy to understand: a line of monsters appears. You shoot at them… but hey, do you look for the direct hit, or do you try to angle the line of ammunition off the wall to, say get behind that initial line and bounce off the back wall for multiple hits? Uh, oh a new line with more beasts; these ones have a higher tolerance and require more hits. Go for those, and ignore the easier to damage (but closer) initial beasts?

Decisions, decisions. You gotta decide quickly, because the city walls only allow for so many incursions before the level is failed. Interestingly enough, the game incorporates consumable special weapons, and as the game goes on, you get to encounter additional foils, like sided impenetrable shields. If one gets into a tight spot, there is a video-watching system that allows you to replenish special weapons.

Completing levels without getting the wall breached allows for you to earn goodies, and these goodies allow for upgrades; stuff like both ends of the weapon stream can be improved, as can the wall.

It looks and feels a bit like a pinball game joined with Tetris, with a bit of physics puzzler sprinkled in. It is an interesting mix, quite addictive with easy-to-understand upgrade path.

For what comes down to a tower defense game, it does pretty well. The charm sorta sneaks up on you, presenting several different elements that blend together pretty well, allowing a simple game feel a bit more like a more expansive experience. The video-watching weapon replenishment system could probably be limited to increase the challenge, but all in all, it’s a fine game.

INTRUDERS: Robot Defense Launches on Google Play

INTRUDERS: Robot Defense Launches on Google Play

Mar 15, 2017

Got a thing for tower defense games? Well, Must Play Games has a new title on Google Play called INTRUDERS: Robot Defense.

Per Google Play:

This free to play game is equipped with:
16 unique towers.
4 different game play modes
Selected turrets
80 different missions.
4 amazing war locations
Ferric lands
Abysmal Rocks
Blizzard Strife
Decayed Rocks
50+ distinct enemies to face on.
20+ hours of addictive gameplay.
2 special reinforcements.
Reflexive tapping.
Multiple achievements.

As noted, it is free to try. Check out the trailer:

Tower Defense Generals Arrives on Google Play

Tower Defense Generals Arrives on Google Play

Jan 25, 2017

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:

Tiny Archers Review

Tiny Archers Review

Aug 15, 2016

No goblins allowed in Tiny Archer.

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.

Nothing wrong with doing what it does well.

Tank ON 2 – Jeep Hunter Review

Tank ON 2 – Jeep Hunter Review

May 12, 2016

A fun game is worth its weight in gold, and it’s clear that Tank ON 2 – Jeep Hunter wants to be chunky.

Very, very chunky.

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.

All about the gold…

Missile Defence WCP 1.2 Review

Missile Defence WCP 1.2 Review

Apr 12, 2016

“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.md3

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.

That’s an enviable strength.

Clash Royale Review

Clash Royale Review

Apr 8, 2016

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.clash3

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 Review

Battle Bros Review

Mar 23, 2016


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.

Don’t take our word for it…

Cartoon Wars 3 Review

Cartoon Wars 3 Review

Mar 10, 2016

The third iteration is here: Cartoon Wars 3.

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.

Stick War: Legacy Review

Stick War: Legacy Review

Feb 16, 2016

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.