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Post story-challenge analysis
I picked this game up on sale for $5 and at that price it's an incredible steal. My friend asked me, after having beat the story mode, but before starting the challenge modes if I would've bought it for $20. My initial response was yes but, having gone through the story challenge (and toying briefly with grind), I would switch my answer to no.

The learning curve on story mode was excellent and it kept me hooked the whole way through. One of the advanced levels was a cake walk right off the bat (it has four different spawn points, one exit, and no flyers) but other than that they were all challenging without becoming frustrating.

Then I jumped into story challenge which at first was pretty punishing. Which I liked. This is essentially a puzzle game, and harder is better in my mind. But having completed the story challenge (and racking up gold medals on most of the maps, silver on all but one) I now have disappointingly little use for the game. I discovered that the ease of the regular story mode allowed you to earn silvers and golds with suboptimal strategies. Which sounds bad, but it also afforded you flexibility and creativity which is good.

On the other hand story challenge kills you for using suboptimal strategies. If you haven't the stomach for elementary statistical analysis, or have only just purchased the game and don't want things spoiled, you should probably skip down a bit or quit reading altogether. Otherwise, I've opened up my steam stats window and my trusty desktop calculator to work out how much damage each of my towers did over the course of my defense:

[Sorry if it's hard to read I had difficulty with the formatting]

TOWER(#lvl1 built, #lvl2 built, #lvl3 built)
lvl1: Damage/Tower Damage/Tower/Total Cost D/T/Upgrade Cost
lvl2: D/T D/T/TC D/T/UC
lvl3: D/T D/T/TC D/T/UC
(ex: a level 3 gun tower's total cost is 700. Its upgrade cost is 400)

GUN (1,429, 344, 243)
lvl1: 766.97 7.67 7.67
lvl2: 1,527.65 5.09 7.64
lvl 3: 19,534.34 27.91 48.84

INFERNO (45, 25, 17)
lvl1: 350.22 2.34 2.34
lvl2: 2,261.36 5.03 7.54
lvl3: 69,580.64 66.27 115.97

LASER (96, 77, 50)
Total laser damage done: 2,960,736
(for whatever reason laser stats are given collectively)

METEOR (146, 100, 80)
lvl1: 1,070.49 4.28 4.28
lvl2: 3,981.12 5.31 7.96
lvl3: 9,6525.36 55.16 96.53

CANNON (114, 60, 40)
lvl1: 1,367.59 6.84 6.84
lvl2: 5,690.55 9.48 14.27
lvl3: 22,944.3 16.39 28.68

CONCUSSION (50, 22, 17)
lvl1: 1,538.8 6.84 6.84
lvl2: 9,011.64 10.92 16.39
lvl3: 32,606.82 16.94 29.64

MISSLE (69, 33, 15)
lvl1: 1,145.54 5.09 5.09
lvl2: 6,804.96 10.08 15.12
lvl3: 9,181.93 5.83 10.20

TESLA (2, 0, 0)
not worth reporting

TEMPORAL (105, 79, 54)
COMMAND (35, 25, 18)


Draw whatever conclusions from the data you wish, I'd be very interested to hear different points of view, but what I conclude is this: GUN TOWERS. A level 3 Gun tower is similar in price to the advanced level 2 towers and offers far superior firepower. Gun towers with a healthy dose of Temporal and Meteor towers in support is the only way to go. A single laser tower is frequently helpful because it prioritizes the Racers and the Rumblers who were often problematic for me. A single missile tower is also generally helpful (and in some cases required). Avoid cannon towers and concussion towers like the plague. This was my impression while playing and the evidence backs it up. You could argue that I don't know how to use these towers but I would see this as a very weak argument. Frankly the mechanics of the game are not complicated.

A minor surprise is the strength of the lvl 3 Inferno tower. I built so few because they're too weak at level one and too limited in their uses (being very short ranged, useless against shielded enemies and useless against single high HP enemies). So as it turns out Inferno towers are the best at killing Walkers and Swarmers but...who cares?

The biggest surprise for me is how ugly the missile tower looks on paper. In practice I thought it was too strong so I have to assume that the flyers have dramatically less health than the land units (and of course they never benefit from Spire's or Decoy's either).

Regarding the Tesla tower, I'm not sure why I never used it. The first two I built when they were unlocked did not impress me I guess and the roll of leak catcher is already so ably performed by the Meteor tower that I never looked back. I would be interested to hear Tesla tower strategies.



So tower imbalances is problem number one. Problem number two is level design. As stated above, the regular story mode afforded the player the flexibility to use whatever strategy he wanted. But the story challenge very much forces your hand, not only in terms of tower selection but in terms of tower placement as well. Some of the maps I found most difficult in my first go around became the easiest maps the second time around despite playing in challenge mode the second time. The last map is a great example here. I struggled to get bronze in regular mode because I couldn't figure out how to maze it so I had to brute force it. The second go around in challenge mode I instantly realized how I was supposed to maze it and I earned a gold medal with a laughable excess of resources. I very nearly got untouchable on it too. I guess long story short I would appreciate level design that allows for more variation in strategy on the players part.


Apologies if I come across harshly. I obviously really enjoyed this game otherwise I wouldn't have put this much effort into providing feedback. I simply thought a post like this one would be more helpful to you than saying "Good job your game rocks".

Comments

Those stats are useless, we

Those stats are useless, we already know most the tower stats. It's your job to correctly position them. Gun towers for your main damage are almost worthless if you want a top 10 rank on the leaderboard. There's no imbalance of tower types, they all have their uses. There is plenty of flexibility in story challenge, i could get gold on every map using a temporal and any 2 tower types.

Well then what is the use of

Well then what is the use of a cannon tower or a concussion tower? Cannon towers were mildly useful until the missile tower was introduced and then served no purpose at all. Concussion towers were never that useful. I guess the difference between us is you want a top 10 rank on the leaderboard.

More on placements etc

You've raised a lot of good points, and thanks for that. One point to make about using stats - "Lies, damned lies... and then there's statistics." What I've found is that using combinations of placements, and timing, can greatly influence the total points earned, certainly more than would appear obvious from the stats. One well placed canon can ensure that those guns can hit what they need to, and are also useful for picking up strays, especially the more well armoured ones, that get through your kill zone. They can also effectively mop up flyers, allowing you to hold off on placing missile towers. The key to getting higher scores is timing tower placements and upgrades with the interest payments. It's when you start having to squeeze those points out to get a PB that you can really start running into some different tweaks and arrangements. I've had a number of levels where going the guns- temporal tower approach worked a treat, but then you start hitting a wall. I changed to other towers types - often just one but sometimes whole blocks - and got way better results. For example I jumped from 956 to 75 rank on crossed signals by altering towers and placements. If you're focused on the medals and achievements as the sole measure of success and therefore motivation to achieve - and there's nothing wrong with that - then yes, there are some 'standard' ways to achieve things; and it can, and will get boring. I'm still enjoying trying different arrangements, and getting a buzz when I get a PB. Best $20 I've spent on a game.

concussion towers

You want to know the use of a concussion tower? I KICKED @$$ with those badboys on several stages..especially the last one. They make for a mindblowingly powerful kill zone if paired with a level 3 temporal core and placed in an area where the enemies are forced to walk both ways (to and from the power core). By the end of the stage, I had a level 3 temporal tower in the middle of a grid and three L3 concussion towers beside it, surrounding the path the enemies were forced to take. Combining that with the guns I had earlier in the path to wear down their shields and a well placed L3 meteor tower (that also hit them in the temporal zone), and NOTHING made it through that beautiful little mousetrap. ;) I also put a L3 command tower on the corner of the "mousetrap" grid and ended up with more points than I could spend in 3 lifetimes. True, concussion towers are weak on open ended levels with multiple paths and exists..but if you can use cheap gun placements to guide your enemy through a narrow area (going both ways) , then put up a temporal core to slow them down, concussion towers are extremely effective at killing everything in sight.

Making your own fun

Concussion towers also rock the Grinder stages very, very hard. You sometimes don't even need to complete your maze. Now, in terms of having fun with the game post-story mode, I've found that it's actually more fun to stay away from the actual "Story Challenge" mode with the tougher aliens. Instead, have fun with the other challenges, and even make up your own. I just spent over an hour trying to beat "Veil of Ice" with nothing but Tesla and Missile towers. It's suddenly very, very difficult to do, even on normal story mode. I actually had to use my Orbital Laser to take out an entire wave at one point, as it was the only way to nail a fast boss without having the core relay-raced past my main defensive line. The first thing to pull out to make the game more challenging is Temporal Towers. Those things are nutso, and can let you win ANYTHING without a sweat. Gun towers are the next thing to pull, followed by cannon towers. Try beating a stage with lots of shields with no concussive weaponry at all - you start having to get inventive. It becomes a totally different game once you set restrictions for yourself. One of the most fun ones I've done so far is nothing but Laser Towers, like you were going for one of the Triumphs. Laser towers don't stack very well, so it becomes very tricksy....

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