This is a tower defense single player strategy game from
indie developer Hidden Path Entertainment. The free demo available on Steam
contains several missions that range in complexity but are tutorial driven.
There is enough available in the sample that I am definitely going to pick this
up during the forthcoming Steam holiday sale, however I will state here that
the game is well worth the current asking price of $9.99 base, $19.99 with all
DLC.
Each scenario has a three tiered medal system much like the
old school Rainbow Six Rogue Spear FPS games did, where you can quickly see how
well you did in a particular mission (a great many games sadly lack even a
rudimentary approach to this fundamental requirement).
Generally speaking it seems that a solid foundational strategy is
to create a maze which requires the aliens to take the longest possible path (without
allowing for a straight run across several grids) all the while exposing them
to the maximum amount of firepower and time-on-target. Everything is a
brilliant tradeoff as the placement of an extra tower can cut off the
line-of-sight/line-of-fire of other mutually supporting towers.
Overall I would have to say that this is an absolutely
superb game well worth the time needed to excel at it.
Here are some observations from my most recent play test:
Here are some observations from my most recent play test:
The Crasher alien would always get through until this final effort when a diagonal line (several grids to the right) actually caused a
longer pathway and more time-on-target for the towers to inflict damage. A
series of three Tesla Towers (two upgraded to yellow and one maximized at red)
is what turned the tide on this monster boss who would otherwise walk through
whatever maze and gauntlet of weaponry thrown at.
This is the front section of the Barrier to Entry scenario
map where I placed only four towers: one Gun and three Inferno. This shaped the
path and forced the aliens to loop around and through the three flame
throwers.
This is the middle section where I have a long run of towers
which forces the aliens to march down one side, turn into a kill box and then
march back on the opposite side of the tower array. Three of the Gun Towers are
upgraded to yellow.
This is the back section where I went with a more diagonal
line approach to shape the alien path which worked out better than trying to
box them in as it allowed for longer line-of-sight/line-of-fire on the enemy.
The array of the Tesla Towers is what won this particular play test for me by
killing off the Crasher alien at the end as it was nearing the exit.
This is just a general action shot during the play test
after I have what I think was all of the towers up (with some upgrading still to be done). In the front end the
Inferno Towers are cooking the aliens in a kill box with an elevated Laser
Tower taking pot shots, while on the right side of the image in the middle
section the array of various towers are incinerating the poor bastards that
have to move through this gauntlet.
Panel one of the after-action Mission Summary: a very
simplistic and stylish representation of the components that make up the final score.
Panel two: the additional details of the mission are
pertinent and not overblown.
The Mission Selection panel: once a scenario is completed,
the medals awarded show as activated with a high level summary of the remaining
Cores as well as the total score.
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