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0.0 ч. за последние две недели / 6.8 ч. всего
Опубликовано: 15 дек. 2024 г. в 17:32

Boring, Shallow, and Incomplete
This game isn’t just bad—it’s infuriating. I made it to the end of Act 2 before aborting it. It’s shallow, repetitive, and riddled with baffling design decisions.

Missing Playtesting and Basic QoL
No one can tell me this went through any sort of playtest or player feedback.

  • Re-selecting Units Every Map: Why am I forced to rebuild my setup from scratch every single time? It’s tedious, unnecessary. It's not like you need to adapt your strategy every map or something. Why doesn't it remember your previous choices and just let you alter it if you want to?

  • Tiny Limits: Speaking of selecting your setup, you have so little points to build your army, that by the time you select the 3 basic types (1 mana giver, 1 damage, 1 blockade) and 2 spells your budget is basically full already. Why do tower evolutions cost additional army points again? So you just skip them and you do just fine. Even on hard, you just use the same basic strategy and can bruteforce every level first try.

  • Zero Clarity: You have missions where you have to use towers you have never seen before and don't know what they do. Can't hover over them to read their effect, range, damage etc. so you are just thrown into it and have to play around stuff you have no knowledge about. You can already select your units to upgrade them, so why not just show me their stats as well?!

  • Cryptic Objectives: For special missions you have unexplained obscure objectives like "charge your crystal" - what does that even mean? How does it work?! Where can I see how much it is charged vs how much it is corrupted?

Game systems don’t matter
  • Element System: Every unit belongs to an element which has a very minor special effect (10% slow - - amazing) and can combo of each other to create elemental effects. Except, it's completely irrelevant. It's not worth it to play around it, you just use the best units regardless of the element and then select the spells that meet that elemental requirement the units have. There is no real strategy involved, because it's not worth it to use bad units to have access to a spell.

  • Evolving is trash: Evolving a unit doesn't feel worth it either e.g. a tank unit has 700 hp and costs 80 energy. Upgrading it costs an additional 100 mana gives it 1100 hp - but it doesn't heal it, so why would you ever do that when you can just sell the unit (or wait until it dies) and then replace it or build a new one further along the line?! And remember, that ♥♥♥♥ costs army points.

  • Passive Skill Tree: The passive upgrade tree is a joke. By the time I aborted I had whooping 2 passive points. Not that it matters much, because you and can choose between a mighty 10% less cost for a specific element... amazing. Good thing I'm forced to choose again every single map, wouldn't want to miss it...
    It's both insulting and a chore. And let's be honest, there is a talent that gives you 10% increased mana generation and it's basically the only worthwhile and impactful thing on the entire skill tree, so it's what you pick by default. The rest doesn't really matter. almost like the devs were scared to actually have it any impact.

Stay Away
It’s repetitive, unbalanced, and flat-out boring. Play literally any other tower defense game instead. You’ll thank me later.
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Ответ разработчика:
Barrel Smash Studios  [разработчик] Опубликовано: 18 дек. 2024 г. в 14:15
Thanks for taking the time to leave a review even if the game didn't gel with you. We aren't going to try and change your opinion but just wanted to point out a few important things for anyone that reads it.

This review is for the Classic Campaign mode which is a legacy mode we left in the game for players that wanted a simpler, slower paced experience. The primary game mode is Summoner's Path (with Demonlore), a rogue-lite experience which received two free expansions in the game and has a heap of content, new mechanics, and is the primary way to play the game. Ultimately, we recommend jumping straight into the primary game mode.

Things like remembering unit selection between battles does exist in the newer Roguelite mode (the campaign mode has structured missions so it wouldn't work well there, instead we made it quick and easy to choose your units).

Everyone is welcome to jump in the discord and discuss features with our devs and community, playing on the harder difficulties starts to highlight the importance of game systems and strategies, and plenty of our players have some great tips to share in there.

Happy holidays, and all the best with your adventures!