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  #221  
Old 05-10-2010, 01:45 AM
MarkMark MarkMark is offline
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Join Date: May 2010
Posts: 8
Default My approach to Geo Swarm

First, let me say that Geo Defense swarm is one heck of a great game, one of my favorite for the iPhone. Don't misinterpret my comments below as "the game sucks."

But one of the things I don't like about this tower defense game is the multiplier. When creeps die close to the exit, you get a bigger multiplier and consequently a bigger score.

Personally, this translates to me as "the less well you design your level, the more likely you are to get a high score." Getting a high score involves letting creeps get close to the exit, racking up a hugh multiplier, then finishing the level to get a high score. Again, this 'feels' like the game is rewarding poor defense or 'procrastination.' I guess I'm just not into that aspect of the game yet.

But what I do like doing is replaying the level trying to avoid leaking any creeps at all. So I replay the levels until I find solid solutions. By solid, I mean solutions that are never likely to get high scores because they kill all the creeps keeping them far away from the exit.

So after playing Skippy's Revenge for the 50th time, I finally had a epiphany! Why the heck do I insist on thinking symetrically...

Behold my breakthrough.
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  #222  
Old 05-10-2010, 01:48 AM
MarkMark MarkMark is offline
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Default

My 'solid' solution to chromosome.
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  #223  
Old 05-11-2010, 07:33 PM
alhyatts alhyatts is offline
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Default Suggestions?

So I finished geo defense and swarm... LOVED it... Any suggestions on other awsome tower defense games for ipod touch?
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  #224  
Old 05-15-2010, 02:07 PM
Selig Selig is offline
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Default

My strategy for H10 "Crazy's 88", i lost this level with 3.273 billion =)

Enjoy !

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  #225  
Old 06-21-2010, 01:15 PM
voluntaryist voluntaryist is offline
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Default

Has anyone completed "Triple-U" without letting ANY creeps through? I can complete the level relatively easily, but I always let at least one creep through.
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  #226  
Old 06-27-2010, 11:16 AM
nsxdavid nsxdavid is offline
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iPhone 3GS
 
Join Date: Feb 2009
Location: St. Louis, MO
Posts: 130
Default Multiplier Explaination (from Dev)

Quote:
Originally Posted by MarkMark View Post
But one of the things I don't like about this tower defense game is the multiplier. When creeps die close to the exit, you get a bigger multiplier and consequently a bigger score.

Personally, this translates to me as "the less well you design your level, the more likely you are to get a high score." Getting a high score involves letting creeps get close to the exit, racking up a hugh multiplier, then finishing the level to get a high score. Again, this 'feels' like the game is rewarding poor defense or 'procrastination.' I guess I'm just not into that aspect of the game yet.
Speaking as the guy who made the game... (grin)

So the thing is... this is a classic risk vs. reward thing. The multiplier is more when you take on greater risk. Killing a creep really early has no risk that it'll slip through by the hair of its chinny chin chin. But if you have to control your damage dealing so that things die really close to where they can slip through... that takes much more skill. And hence why the multiplier bonus for that.

-- David
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  #227  
Old 08-29-2010, 01:25 AM
napouser napouser is offline
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Join Date: Jul 2010
Posts: 19
Default easy 10 endless lvl 150




easy 10 endless level 150
can any1 post an image that can beat this?
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  #228  
Old 09-03-2010, 05:56 AM
a_morti a_morti is offline
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iPhone 3GS, OS 3.x
 
Join Date: Jul 2010
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Quote:
Originally Posted by MarkMark View Post
To solve the groove I sold most of the laser towers except the leftmost and closest to the exit, then built a missile tower and two thumpers next to entrance. I upgraded one thumper completely and the other thumper and the missile tower a few times. As money rolls in build a couple thumpers to and another missile tower and upgrade them all.
I like this idea, but take it further. Sell all the lasers - what use is a base level laser anyway? Two rockets at the entry, one thumper they have to circle around, fenced in by 2 more thumpers so they have to go up, and a selection of rockets near the exit. You should be able to get the rockets to level 6 and the thumper to level 7 before creeps even reach them.
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  #229  
Old 11-06-2010, 10:48 PM
xaphanea xaphanea is offline
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iPhone 3G, OS 3.x
 
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Posts: 2
Default Quadnauseum?

This is the only level that continues to elude me. :$ This is also the only level with which I require some advice. Has anyone beaten it yet?
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  #230  
Old 11-06-2010, 11:05 PM
xaphanea xaphanea is offline
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Lol of course as soon as I ask for help, I actually beat the frigging level. ^_^ For anyone else stuck on it, here's what I did. It's hard to see because of the fireworks (the game was probably like FINALLY she beat it!), but I did the rows of green towers closest to the start first. Then I did the rows of green towers closest to the ends of each row. As soon as I had enough I built the four blue towers, and then the four thump towers. I fully upgraded the thumpers, and then upgraded the lasers as quickly as I could. I concentrated mostly on the bottom left tower, because the layout of the leftmost lane doesn't allow the creeps to get hit from two sides, so it's the most vulnerable. Finally!
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Last edited by xaphanea; 11-06-2010 at 11:07 PM..
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