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Old 03-31-2012, 01:19 PM
sakinnuso sakinnuso is offline
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Quote:
Originally Posted by seon View Post
Hi Robio, I also replied on the up-coming ipad games thread, but will past my reply here too so others get the benefit from my answers.

Thanks for your feedback. I am not sure what you mean about "more TD elements". The only thing missing really is upgradable units, which really doesn't fit this game. Upgrades really only work IMHO for towers where once you buy them, they are stuck and the only way to get value out of it is to upgrade to make it more useful.

In cubemen, you move your units around to flank, or throttle enemies.

What other TD elements do you think Cubemen is missing? I am always open to hearing what users think and seeing if the ideas can be incorporated into an update.

Also, the flame thrower guy is a pretty powerful unit and has a mid range cool down time, but more importantly, he is better designed for shooting down a path, not following a target as they move past, so it's about positioning them well to get maximum firing opportunities.

In one of the next updates, I will introduce a visual cue for the firing cool down time for each unit so you can see what they are doing.

Cheers :-)
Hey Seon,

I actually responded earlier, but somehow my post was erased. I won't speak for Robio, but i can see why people expect certain things from modern Tower Defense games. Cubemen, as a strict tower defense game (in Defense mode), is really rather antiquated and arguably simplistic. You have a single spawn point and your position your enemies without getting any upgrades or significantly tricky class types to play with that would add the real strategy. Even Anomaly: Warzon Earth gives you mobility AND upgrades.

As much of a fan as i am of the art style, i was ready to write the game off until i finally played online. That's where Cubemen REALLY shines: The Skirmish Mode.

Defending and simultaneously attacking is actually a fantastic element which really made me wonder why you didn't borrow heavily from games like Galcon and games of that type. Everything that defense modes lacks, and all of the complaints about upgradeable units evaporates once I got that advancing AND defending, terrain positioning AND careful deployment of the correct troop type is what you had in mind. it's almost a fantastic setup.

Almost.

I just can't imagine why there isn't a mode in both campaign and skirmish where you're fighting MULTIPLE enemy colors. The idea of fighting off enemies entering at multiple entry points, and splitting your own pathfinding assault while attacking AND defending, would be the ultimate game. On larger maps, the idea of fighting for sectors in order to envelop the entire map is AMAZING. No upgrades necessary! It's a war of attrition. Deploy troops, decide to attack one color en masse, or split your attention between two(or up to FOUR) forces. Overtake, then dominate.

IF you found a way to advance the A.I. such that enemies can fight each other (or rally against an aggressor) to compete against ideal base points, it would be fantastic!

As is, I can see why there are complaints that Cubemen is simplistic. IN the single player Defense mode, it's a TD game utilizing only the earliest techniques of the genre. Not bad, but definitely tough to hold the attention of most people who've played the HUNDREDS of TD games on the iOS store.

However, in skirmish mode, therein is where you have something really special. Sure, more troop types would be welcome. However, fighting multiple colored enemy bases, and/or larger map with 'checkpoints' to overtake, would be AMAZING.
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