And it can't be done quickly in overhead top down, you gotta walk around a HUGE map (3rd person) and place every single tower. Regarding dungeon defenders, I had to stop playing that game because they make you start your strategy from scratch every time you restart. And you absolutely need the stupid bloody items because the game got so f# hard. The bonus from items completely dwarfs the bonus from being a high level. The basic game is amazing, and range of content wonderful… But the difficulty gets simply abusive: requiring players to grind and farm for weeks? Because you need to be a higher level to use the more powerful items, which you can’t earn because the difficulty is truly unreachable. For what looks like an utter kid’s game, is a seriously deep hardcore strategy coop game. Is a really really good game, but is extremely hard to 100% (NG+) #Unstoppable gorg level 7 plus#Some silly and frustrating puzzles plus one (optional) level. Really really good game, but hard to 100% (NG+) In Arcade (which is best experienced after more weapons are unlocked), the goal is to survive as long as possible and earn a high score - and that would mean something if the Steam leaderboards would load my stats (or anyone elses, for that matter).Originally posted by Crac:I’ll simply list the games I’ve enjoyed and recommend.ĭefender's Quest: Valley of the Forgotten (DX edition) Challenge is a worthwhile addition that reuses the same levels as Story mode, but introduces a few hazards to make it more challenging like reducing the starting money, or not allow me to create generators that produce currency. Because I'm limited in what weapons I'm allowed to bring into each level, if I'm going to have even a chance at success, this information must be present and correct so I pair the best weapon and support satellites against the enemy type.Īs the Story mode progresses, other features unlock, like the Arcade and Challenge modes. Like the Gorg, they pilot metallic ships that are listed as being weakened by energy weapons - but doesn't list the weakness of the powerful Sunbot Amp (the only unit missing this information). Later, the evil Sunbots - who fulfill the giant robot quota - are introduced. I discovered this through one of the brief cutscenes, not from the in-game encyclopedia that details the weapon stats. Yet in reality, energy weapons like the Space Ray do just as much, if not more damage to the Gorg. For example, it lists the enemy Gorg and Brain Riders - who're lead by an evil temptress played by LouLou D'vil - as being susceptible to physical weapons, such as the Vulcan turret's bullets. If I'm going to have even a chance at success, this information must be present and correct. This creates a hectic and challenging pace to produce the right satellite at the right time in just the right area - but even this can become overly difficult because of inconsistent information about how some of the satellites work. For example, one such feature took away my ability to click and drag orbits so I couldn't freely move satellite locations. There's a huge disparity between the two lowest (out of four) levels of difficulty, and it could've used some more tuning in regards to the intended player's skill.ĭuring these later levels is when UG tries to do a few things differently with its satellite mechanic, and it's something I would've liked to have seen more of. And while dialing back the difficulty to Easy is an option (one I was forced to do once I reached level 12), it actually made it too easy, removing almost all challenge for the remainder of the game. It also bucks a few rules of the genre, like having no indications of when the next wave of enemies will launch from the enemy space stations, and that only exacerbates the difficulty. UG is a new way to play a tower defense game - players place satellite turrets on an adjustable orbit around the tower (which can be a habitat, planet, space station, etc.) - and it will take new players some time to get used to. These difficulty issues could've been put to rest with more intermediate levels to ease players into the tougher ones. Dialing back the difficulty to Easy is an option (one I was forced to do once I reached level 12), it actually made it too easy.
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