![]() The final stage will swarm most players in the beginning but you’ll learn how to overcome that. Up for a challenge? Go for collecting all stars | Everyone will be able to finish the story stages without much error.Using your limited resources in a clever way is part of the fun. All four towers have two different specializations that are extremely important for harder stages, knowing where to place a tower on the field is the difference between winning or losing a battle. ![]() It is one of the best basic tower defense mechanics I ever played, simple but highly effective. You have the ground forces that slow down enemies and deal low damage, artillery that deals damage to large groups of enemies (perfect for fast enemies), a tower that deals magical damage, and the fourth is a ranged attack tower. Kingdom Rush is a perfect game in the genre to learn those mechanics, there are only four different towers, and each has a big tactical effect. Enemies follow a specific path and you need to stop them from reaching your kingdom, you do this by placing towers that attack or slow enemies. Easy-to-learn but challenging gameplay | Never played a tower defense game before? No worries, the mechanics behind it are very easy.Hope that was what you're searching for with your question. Showing the limits of the heroes activation range can make it easier to place them. Health bars with different colors for friendly units and enemy units, this way the player can see if he/she is winning or losing the battle easily.How exactly does the player win stars? (15 or more life points at the end means 3 stars, 10 or more life points at the end means 2 stars.).Minor improvements : some minor details can improve the game easily: A small video, some screenshots of the abilities. How can Ironhide Game Studios make this task more attractive? Showing me the heroes. ![]() KRF has a problem here: the main way of spending money is buying heroes, but I don't know what exactly I'm buying. Making spending money an attractive task : I love games and spending money on them is something I like, but for doing this I need to know what I'm buying. Fighting the perceived imbalance is not an easy task but some of the main techniques, aside from objectifying, are informing the player about alternatives or rewarding the player for choosing different alternatives. Of course a game has to be balanced (KRF is well balanced) but it has to show it or the perceived imbalance is going to push the players to the get the ability/object as if that was the last thing that they could ever make in their lifes. 3 warriors? 140 hp each? My hero has 300 hp! That's the best ability ever!!!!" You read carefully every ability because you now that coins are really hard to get and you find this: "Sand Warriors III: summons three sand warriors with 140 life each" Is easy to think "Ehhh. Imagine this: you try the game for the first time, you have your first hero (Alric) and after some rounds you have some coins to spend. Perceived imbalance : one of the lateral problems that are related to the lack of objectifying is the perceived imbalance. Creating this kind of system let the players now about his/her performance and creates a simple way to improve.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |