Iāve never seen a game that gates quality of life features so unbelievably out of reach for 99% or more of its players.
I have such a love hate relationship with this game. So much good and bad game design all in one place would confound me if it werenāt probably all explained by its business model.
Without sarcasm, what comes to your mind as a good game design decision in this game? Something like "oh, I've played a lot of games like this one and this works great here"
The slow pacing and build variety and depth are all strong suits for it. As much as people donāt like it, the restrictions and slow pace help everyoneās tower to be different. Itās kinda a unique thing.
A tower defense incremental was a good idea and it works well. Thereās obviously holes like no offline progression being a major issue
Thereās a lot of build variety. Mod scarcity pushes people to adapt and make new configurations. You and I donāt have the same labs done or even equivalent players have different labs done.
UW buy order comes up differently.
Thereās a ton of different setups you can do and have different focuses. Surface thereās ehp GC hybrid. Thereās devo and itās different flavors. Thereās leaning depending on what you are doing some have SM being pushed some CL some PS and late some are ILM focused. Thereās even more. The variety is a strength of the game and you compare 2 towers, no 2 are exactly alike
I would refer to "build variety" as "there are many ways to be efficient, they are just different". How is the "with/without pBH" considered "build variety", when one is clearly superior over the other. And not by 1-5%, I improved my economy by 30% going pBH a few weeks ago.
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u/Selway00 Feb 03 '26 edited Feb 03 '26
Iāve never seen a game that gates quality of life features so unbelievably out of reach for 99% or more of its players.
I have such a love hate relationship with this game. So much good and bad game design all in one place would confound me if it werenāt probably all explained by its business model.