![]() ![]() Wool, the in-game currency, is rewarded for completing or failing each map. Without Invasion Mode enabled, the highest possible stars earned are three. Stars rate how well a player did on each map based on how many sheep were saved, with the highest being four stars for completing a map with no sheep lost and with Invasion Mode enabled. Once all waves of enemies are destroyed or all sheep have been abducted, the game ends and you earn a certain number of stars and wool. Each enemy destroyed provides the player with more in-game coins to build new towers and upgrade existing towers. The player destroys the aliens by building towers. The goal of each alien is to abduct one sheep. Each wave arrives in intervals, or all waves can be sent at once if Invasion Mode is enabled. UFOs drop invading aliens on landing pads and the waves of enemies make their way to the base to abduct the sheep. It’s hard to believe that it’s been nearly five years since Limbic first launched TowerMadness ($2.99) on the App Store.The objective in TowerMadness 2 is to defend a base filled with a flock of sheep from waves of aliens by destroying the aliens with diverse weapons in the form of towers. As a 3D open ended tower defense title, it was also one of the first big hits in a TD genre that is now completely saturated. In this day and age, there’s little to be said about TowerMadness 2 (Free) that hasn’t already been said through countless other TD titles. ![]() ![]() True, it’s still an excellent tower defense game and expands upon the original in every fact, however, it doesn’t do much that hasn’t been seen before. If you’ve not played the original, TowerMadness 2 continues the story of an alien invasion bent on abducting all the sheep in the land. Your mission? To defend said sheep by placing towers along the aliens’ abduction path. Towers are loosely classified based on three different categories (energy, fire and electro) with the alien baddies being weak/strong/neutral against those classifications. Simply put, TowerMadness 2 is old-school TD gameplay with a combination of set and open-path (think Fieldrunners) maps. There’s really nothing to complain about regarding the core mechanics as TowerMadness 2 leaves little to the imagination as far as its core mechanics are concerned. While TowerMadness 2 doesn’t feature a premium currency, it does incorporate IAP via full tower unlocks (which basically just bypass currency requirements). Personally, I don’t think it’s required as the game’s pretty liberal in terms of earning currency, but it’s a nice balance for players that want to instantly unlock all the levels of a favorite tower. There also seems to be an unlimited amount of ad videos that can be watched to earn currency, if you got the time.Īs a sequel, TowerMadness 2 simply expands on everything featured in the original. There are a variety of new towers across all three types, additional defense systems, and a more robust upgrade system fueled by the in-game currency. There’s also a lot more variety in terms of maps, with a lot more maps that focus on tower selection and placement rather than the standard ‘lane-building’ open world maps that the original used. Otherwise, TowerMadness 2 sees a standard bump in visual quality that is expected with a game whose predecessor is almost half a decade old. A decent replay system also adds some replayability. Similar to my gameplay comments above, I felt the sequel additions to be pretty standard with little in terms of surprises.Įach of the game’s regions (four in total) also add environmental aspects to consider. I don’t think the environmental quirks substantially change the strategies that need to be employed, but they’re interesting nonetheless and act as one of the few areas that offers something new that I haven’t really seen before.įor example, the game’s ‘desert’ region makes all your towers overheat, forcing them to pause for a few seconds as they recover from overheating (and encourages greater placement of towers vice pouring resources into less towers). The difficulty in this sequel also seems to be turned down with a greater emphasis on the game’s other modes in order to satisfy any challenge. ![]() Alas, I think the game’s main campaign is almost too easy, but leaderboards (based on completion times) and an ability to manually push enemy waves faster allow players (which in turn lead to faster completion times) to challenge themselves within the campaign. ![]()
0 Comments
Leave a Reply. |