Plume
[01] Neophyte
My favourite one is Onslaught. ( http://onslaught.playr.co.uk/index.html )
I like it because it's deeper than most TD games.
You don't have one upgrade button, you have three. Of course, it's damage, rate of fire, and range.
Different turrets get a different bonus after a certain set of upgrades.
It can be seen in the FAQ here right at the start. http://z4.invisionfree.com/playr_forum/index.php?showtopic=2120
Then there are combos.
For example, yellow, yellow, blue, green. Shockwave.
To initiate that combo, a yellow turret has to hit a creep before any other turret in combo range does.
So you'll upgrade one yellow turret's range, and ignore the range of the other turrets.
...Or you can boost the range of all the turrets, and only allow the 3 following turrets to shoot in a certain direction... (In which case the combo initiator will have hit something already.)
The combo fires every 5 seconds or whenever the initiator hits something before the others in combo range, whichever comes last.
To maximize the effects of the combo, you can use a Targeter, which is an advanced turret. It becomes available after a set number of creeps killed.
You place a targeter far away from the 4 turrets, and you link the targeter to the yellow initiator.
The initiator can now shoot at anything that is in the targeter's range. It gives the option to launch the combo from the normal distance, and from far away.
Combos are complicated, and they constitute a very important part of this game. You can't simply build a few turrets and upgrade them... It isn't enough. (Except maybe in the case of green laser turrets.)
So you have to manage the space, to build as many combos as you can. And of course decide which combos you want, because you won't go very far with only one type of combo.
Green laser turrets are another interesting thing about this game.
The closest turret will fire at a creep. The ones that are farther will fire at each other and transfer their damage to the main turret.
It's complicated as well, and I won't go in the details because there's a whole FAQ-tutorial dedicated to green turrets.
You can build enough damage to keep going for a very long time without combos.
All that said, I'm still looking for other TDs. Because you don't succeed or fail with this one... you simply have a score, which depends on how many creeps you managed to kill and how much money you managed to spend, before letting 10 creeps go through.
Another annoying thing is the start up. You have no reason to use anything else than a rocket launcher and upgrade it for a long time. So the first 20 waves or so are a total bore. It only gets interesting after that.
One advice to anyone who wants to try this game, read the FAQ quickly, pay attention to the keyboard shortcuts because they actually matter, and keep a window tab open for the combos.
...So, does anyone else know an interesting TD?
I like it because it's deeper than most TD games.
You don't have one upgrade button, you have three. Of course, it's damage, rate of fire, and range.
Different turrets get a different bonus after a certain set of upgrades.
It can be seen in the FAQ here right at the start. http://z4.invisionfree.com/playr_forum/index.php?showtopic=2120
Then there are combos.
For example, yellow, yellow, blue, green. Shockwave.
To initiate that combo, a yellow turret has to hit a creep before any other turret in combo range does.
So you'll upgrade one yellow turret's range, and ignore the range of the other turrets.
...Or you can boost the range of all the turrets, and only allow the 3 following turrets to shoot in a certain direction... (In which case the combo initiator will have hit something already.)
The combo fires every 5 seconds or whenever the initiator hits something before the others in combo range, whichever comes last.
To maximize the effects of the combo, you can use a Targeter, which is an advanced turret. It becomes available after a set number of creeps killed.
You place a targeter far away from the 4 turrets, and you link the targeter to the yellow initiator.
The initiator can now shoot at anything that is in the targeter's range. It gives the option to launch the combo from the normal distance, and from far away.
Combos are complicated, and they constitute a very important part of this game. You can't simply build a few turrets and upgrade them... It isn't enough. (Except maybe in the case of green laser turrets.)
So you have to manage the space, to build as many combos as you can. And of course decide which combos you want, because you won't go very far with only one type of combo.
Green laser turrets are another interesting thing about this game.
The closest turret will fire at a creep. The ones that are farther will fire at each other and transfer their damage to the main turret.
It's complicated as well, and I won't go in the details because there's a whole FAQ-tutorial dedicated to green turrets.
You can build enough damage to keep going for a very long time without combos.
All that said, I'm still looking for other TDs. Because you don't succeed or fail with this one... you simply have a score, which depends on how many creeps you managed to kill and how much money you managed to spend, before letting 10 creeps go through.
Another annoying thing is the start up. You have no reason to use anything else than a rocket launcher and upgrade it for a long time. So the first 20 waves or so are a total bore. It only gets interesting after that.
One advice to anyone who wants to try this game, read the FAQ quickly, pay attention to the keyboard shortcuts because they actually matter, and keep a window tab open for the combos.
...So, does anyone else know an interesting TD?