Overall I recommend it because there is a ton of good and only a little bit bad. TLDR: They pretty much took every single element that exists in all tower defense games and put it in a single game. If you like TD games, I don't think it's possible to dislike this one. I expand a lot on the singular thing I don't like in the game to make you understand the problem and make you figure out in advance if it will spoil the fun for you. But understand that single thing is completely overshadowed by all the good things this game does in the genre. Good Gameplay - Tons of unique levels and well designed. You aren't pushed into a singular solution that the map creator wants you to, you can make your own solutions and they will be viable. Lots of specific elements on each map that make you think ahead too and creates diversity. - Great towers and great tower diversity. In most TDs you have a few towers that you always use, here you have a few tower that you never use. Different damage towers have their uses on different parts of your design and most support towers you'll want to incorporate into your design. Almost all towers really have their own good niche that you'll want to use. - Almost every tower priority option you'd need in any situation and each tower can be set to a different default priority in the options. Does away with a lot of micromanaging you have to do. - Tower upgrading 1) without locked out upgrade paths, 2) with auto upgrading system and 3) with infinity upgrades. I will add that the auto upgrades are a bit wonky because the game will decide the next upgrade if you have selected multiple options to auto upgrade. It's not a queue that you create. So early game you want to micromanage auto upgrades to a few options or full manual upgrading and then later in the mission you can set and forget them. - Enemies are diverse and interesting. They require different solutions so it keeps your builds diverse too. There is also a system implemented where if you have too many active enemies, they start getting buffs. - Player leveling system giving increased scores, resources and skill use over time. This system isn't overpowered to the point where you feel forced to grind it; it works as a real passive bonus that just slowly grows over time. - A small artifact system where after battles you get random loot items that buff certain towers' and player's stats. You pick the artifacts with the stats that suits your playstyle and they work as a passive bonus. Just as the player level, it doesn't feel overpowered and you won't feel the need to grind for those items. They are heavily randomised you often you won't feel joy getting them but you also don't feel too disappointed. - A very great help system with both a tutorial not too long and it can be toggled on/off, a great basic overview of towers/gameplay/tactics and an overview with advanced tips. - There also aren't levels with tricks or special surprises that will suddenly make you lose and force a restart because some dev wanted to be a dick. 95% of your success in a mission is your initial planning and you'll spend some time on it. You'll sometimes even want to try a few things and do some quick restarts for an optimal opener. If you do the start right, you will feel it pay off during the entire mission. Technical The game is smooth . Like really smooth. On a graphical level it's probably the most detailed TD game, at least that I know. Engine handles everything fine even endgame with tons of enemies and effects going on. It also doesn't become too visually cluttered. Animations are done great. The controls are just lovely in every way. Camera controls great even in 3D maps where you move on all axis. Managing towers is great with all the select options and their menus. Controlling the player character and using skills is great. The options menu is very expansive. Many different sliders for each audio channel, full key remapping, many visual options that can be toggled, both tutorial and story can be toggled and you can even theme the UI. Bad Only one single thing greatly annoyed me with the gameplay and it's the income economy. Later maps (some even early) are very big and you could fill them with hundreds of towers. Maybe for balancing reasons but I suspect for sure because of performance reasons, the devs decided they don't want players to place so many towers. This is done by implementing a "upkeep tax" on your income. Each tower you place, increases the upkeep tax with values from 0.6% to 2%. Thus increasingly decreasing how much income you get for placing extra towers or upgrading existing ones. Moreover there is also a max upkeep tax. Not the 100% you'd expect where you get no income anymore. But forcibly limited by the game at 60% where you can then place no extra towers anymore. In the early stage of a mission, this upkeep tax isn't a limitation and it plays as an interesting gameplay mechanic. You want to place as few towers as possible, upgrade them to keep up with the enemies and over time slowly add extra towers. This way you optimise the impact of the upkeep tax each tower adds. But mid to late stage this mechanic becomes a huge limitation and huge frustration. Enemies grow stronger much faster than the income increases from killing them or finishing waves. And on top of it tower upgrades' costs increase much faster than the income. And on top of it, to keep up with their growing strength, you are forced to increase the upkeep tax. By how those 3 mechanics are balanced, there is already a planned point of failure way before you could fill a map and filling the map further would be the only way to keep up with the enemies. So on very small maps it works fine and you can build your dream setup across the map, fully upgrade everything and then lose the map. But starting from even medium sized maps, half of it will remain empty and unused. On the biggest maps you'll use 20% of the area and everything else where your imagination wants to place extra defense, can not be used because you hit the 60% upkeep tax capacity. That's the point where it becomes a frustration. The big maps are very fun because strategically, it gives you many different options what you want to build where. It's also just a sign of an increasing conflict with the enemies each wave. And then suddenly it cuts you off from expanding further and it feels like control is taken away from you too early and you're just forced to lose now. I don't know a solution for the problem. Early it's fine. Midgame upgrades feel like they become way too expensive already. Endgame the tower limitation becomes a forced limit and the upkeep tax incurred at the max of 60% is way too high to keep up with the enemy. I never reached a stage where it made sense to start giving my towers infinity upgrades because they were much too expensive when I reached that point. Assuming the maximum amount of towers is because of technical reasons, it could be a solution to half the upkeep tax of every tower and have the max upkeep tax at 30%. Same limitation on the number of towers but when the player is latestage, the tax doesn't feel as punishing and infinity upgrades would become affordable. Or perhaps do away with the upkeep tax system and give every map a hard limit of 100 towers. Wishlist As I said at the start, this game takes pretty much any known element from TD games into a single game. By default this would result into a mess or a weak jack of all trades. But then the devs tuned and improved all those systems and it makes for a very fine complete experience. So the few things missing, are things that you feel missing in other games. A good QoL improvement would be the ability to get a map of the map. Since planning ahead is so important in this game, it would be nice to have a button that flattens the 3D world and copies a 2D map to your clipboard to easily paste into paint.
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