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The dark tower kingdom rush normal5/31/2023 ![]() ![]() A soldier who was meleeing a now slain enemy will search for any new targets to engage. *The enemies are defeated by their HP being reduced to 0. Note that as soon as the enemies outnumber your soldiers, any who were previously melee locked by now removed soldiers will start continuing along the path. *Your soldiers are defeated by their HP being reduced to 0. The melee lock can be broken only by one of 3 methods: Goblins are ideal because they have still better than par mobility to prevent cost-effective victory with anything else, but lack the power to deal with even the most basic of soldiers.Įach soldier stops only one enemy tops, but if your own soldiers outnumber the enemies, multiple soldiers will attack the same enemy with only one of them getting hurt. It is no coincidence that the first wave sends out 3 Goblins, who will be stopped completely by the 3 soldiers Ironhide Studios wants you to see the appeal of the Barracks mechanic. What the soldiers that come out of them do is engage enemies in melee combat, which forces them to stop. The first 3 are standard fare for TD games, but Barracks are, as mentioned, what makes Kingdom Rush unique. ![]() The 4 basic tower types are as follows: Archer Towers are inexpensive and have a good rate of fire, Mage Guilds deal high damage that pierces armor, Artillery Towers (which will be called cannons) deal area damage, and Barracks sends out 3 soldiers who block enemies. This is probably because of programming limitations involving the Barracks mechanic, but nevertheless, if you spam cheap buildings, you will run out of locations to place more of them. Most TD games are more freeform about where you can place towers, but KR restricts you to certain locations near the road in where you can place them. You will have more enemies to deal with if you haven't already routed the current wave, of course, but if you win through this adversity, you get better reward for the risk you take.Īnother mechanic to note in Kingdom Rush is the Strategic Points. The benefit of doing so is free Gold equal to the number of seconds left before the wave would have come in naturally, and added recharge to spells (see below, again equal to the number of seconds left. You can click on the enemy icon for the next wave whenever you like before it's inbound to let it in early. One mechanic to talk about is early calling. Rest assured that things will get harder. The enemies in Southport are pitifully easy to deal with, as most setups can defeat them without issue. They take the time to make sure you learn how to play. In order to get the player into the game, the developers start off with something easy. In order to do the game's design justice, we have to start by taking a good look at each level. This is a useful trait for various reasons that will be pointed out throughout this exploration. The problem, though, is that the game, overall, was too easy.Kingdom Rush seems to be another standard TD game that tries to rely on medieval weaponry to appeal to the audience, but it makes use of one thing, among the basics, to set itself apart from other TD games: the Barracks mechanic. Out of all three games, Kingdom Rush: Origins is the best one at steadily increasing the difficulty of each level. Shrine of Elynie: 7.5 (I actually haven't played this level yet, so I am judging it through videos on YouTube.) Mactans' Retreat: 7 (I actually haven't played this level yet, so I am judging it through videos on YouTube.) The only problem that I had difficulty-wise was that I had a little bit of trouble beating levels 7-11, but had no problems whatsoever with levels 12-14. Each level was slightly harder than the next, and they were ll challenging. Kingdom Rush: Frontiers was probably the most balanced game difficulty-wise in the series. Kingdom Rush: Frontiers (I don't remember some of these levels too well.) Those levels seemed well balanced: challenging, but easy to beat if you have a good strategy! However, the extra levels made up for that. To me, it felt like stages 7-9 were MUCH harder than stage 10. Overall, I thought that some of the Kingdom Rush levels were unbalanced. Nightfang Swale: 5 (There are no Spectral Knights or anything like that.) Rotwick: 3 (You're literally just spamming Teslas.) Definitely the hardest stage in the series.) The Wastes: 3 (A good combination of artillery and archers makes this incredibly easy.) Twin Rivers: 8 (Without good upgrades and heroes, this level is hell.) That's why I want you to rate the difficulty on how hard the level was the first time you played it.Īll these levels are being judged on how they are on normal mode. Remember that as you progress in the game, you earn stars and heroes, making the game easier. Write down the levels of each Kingdom Rush Game and write down how hard or easy it is the first time playing it (1 = very easy, 10 = very hard).
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