![]() If I had to "bash" any aspect of DG, off of the top of my head, I'd probably pick its air units - the air unit challenge soon reduces to the problem of budgeting two missile towers per map. ![]() DG also avoids the "god gun" problem that affects several notable tower defense games (e.g., onslaught/laser chains, vector TD/red lv3 towers). Admittedly, DG's mechanics aren't flawless or really "deep," but its maps do reward careful thought about tower placement if you're going for a 24-core win, especially in the early and mid-game. I've played most of the notable TD games, and I think this is a worthy entry in the genre. I don't entirely agree with your assessment in regard to gameplay, either. I found being mentored through the babysteps of effective anti-alien tower placement by the digital personality construct of an ancient british general an amusing bit of absurdity. ![]() It adds real personality to the game - a rare virtue in this genre, I might add. ![]()
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