This is a crusader-themed tower defense game. Although there are some design flaws, it is a strategy game with a good idea.
1. Unit positioning strategy
Strict numerical control makes players need to think about the position and collocation of the units at the beginning of the level, otherwise it is easy to fail, and after the initial difficulties, the fault tolerance will be relatively low.
Because gold coins will be generated on the map during the game, it is a small surprise, but this small surprise has 2 bugs that greatly affect the experience:
1) One is the 50 gold hourly displayed when receiving, but only 20 gold has been added;
2) The other is that gold coins will appear after the monster is normally spoken, but now gold coins will be released before the monster is released. Because the monster is manually switched on and off by the player, the player can slowly wait for the gold coins to refresh and pick them up, and then all Let the monsters come out after you build the soldiers.
However, what is more criticized is that the three units in the game (swordsman, archer, sword and shield soldier), apart from the shape and purchase price, don't see that there are too many characteristics, and there is no corresponding unit restraint prompt.
2. Matching strategy of game props
There are 2 props:
Traps that slow down the enemy’s speed
Falling rocks will cause damage to the enemy
Reasonable use of game props can not only increase players’ participation in the game, but also allow players to correct their own strategies and mistakes, such as eliminating missing enemies and adjusting the position of traps; the design idea is good, but there is a misoperation It affects the experience very much, that is, when the stone throwing is activated, the stone will be thrown out by tapping the screen. If gold coins appear randomly on the map at this time, the stone will be thrown out while tapping the gold coin.
3. Develop system settings
The attack speed, attack speed range, and attack damage of the 3 arms and 2 traps currently experienced can be upgraded, so that the difficulty of the level can be reduced by continuously strengthening the arms and traps, and the player can increase the stickiness of the game. However, the setting of allowing repeated clearances to brush money makes this development system fall short, because as long as the money earned from the first level is repeated, the level of units and traps can be upgraded, so the entire development setting is not significance.
On the whole, the game idea is good, but there are still a lot of flaws. It can only be said that it is a potential game.