Complexity can be good but keep in mind a lot of people play TD's for the simplicity. It is the simplest game mode and sometimes the funnest because it's about building a few things and sitting back. I think Skibi's was a good example of taking it further without destroying your brain through complexities.
Sometimes you want to just relax, and not be grinding a hero, mining resources, doing minigames, and building towers at the same time.
For me, my favorite was definitely the team tower wars games that were like line tower wars except 3v3. So fun!
I hate HATE HATE air levels. Most TD's have them, but I'm not sure that anyone has ever had fun with an air level. Do you like having to build one type of tower that only works once every 8 levels? I don't.
Also there is a huge disparity on the balance of air levels. Some games you can get by with one weak air tower and be fine, other games you hit that first air level and you're just done.
Making a TD that's team based. WHAT IS THE POINT? It makes the game harder to balance, and you get hundreds of failed games because of allies.
Making a timer between rounds, WHAT IS THE POINT? It just rushes me, why not give me a button to start? Why not have the goal of the game be to finish it the fastest? Then I would be motivated to press the button as fast as I can anyways, or stack multiple levels together.
Having a stylish delay before creeps come out each level, gets annoying when you have like 50 levels and you're waiting and waiting...
Giving me 100% sell, if you do this, I will just sell all my towers every round and build the exact counter to the level. This one is debatable though, because if you give me other reasons to not sell all my towers every round, I would like 100% sell very much to fix mistakes I would likely make.
Invisible levels, WHY? You just make me spend 50 gold on ONE detector tower to fight otherwise regular creeps. A similar situation for air levels.
Making 50 levels of every tower that only increases damage. God that is boring.
Making a timer between rounds, WHAT IS THE POINT? It just rushes me, why not give me a button to start? Why not have the goal of the game be to finish it the fastest? Then I would be motivated to press the button as fast as I can anyways, or stack multiple levels together.
Ummm...a timer does ensure the goal is to finish the fastest....
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Complexity can be good but keep in mind a lot of people play TD's for the simplicity. It is the simplest game mode and sometimes the funnest because it's about building a few things and sitting back. I think Skibi's was a good example of taking it further without destroying your brain through complexities.
Sometimes you want to just relax, and not be grinding a hero, mining resources, doing minigames, and building towers at the same time.
For me, my favorite was definitely the team tower wars games that were like line tower wars except 3v3. So fun!
What not to put in to a TD: Air Levels.
I hate HATE HATE air levels. Most TD's have them, but I'm not sure that anyone has ever had fun with an air level. Do you like having to build one type of tower that only works once every 8 levels? I don't.
Also there is a huge disparity on the balance of air levels. Some games you can get by with one weak air tower and be fine, other games you hit that first air level and you're just done.
End this madness, you vultures!
Making a TD that's team based. WHAT IS THE POINT? It makes the game harder to balance, and you get hundreds of failed games because of allies.
Making a timer between rounds, WHAT IS THE POINT? It just rushes me, why not give me a button to start? Why not have the goal of the game be to finish it the fastest? Then I would be motivated to press the button as fast as I can anyways, or stack multiple levels together.
Having a stylish delay before creeps come out each level, gets annoying when you have like 50 levels and you're waiting and waiting...
Giving me 100% sell, if you do this, I will just sell all my towers every round and build the exact counter to the level. This one is debatable though, because if you give me other reasons to not sell all my towers every round, I would like 100% sell very much to fix mistakes I would likely make.
Invisible levels, WHY? You just make me spend 50 gold on ONE detector tower to fight otherwise regular creeps. A similar situation for air levels.
Making 50 levels of every tower that only increases damage. God that is boring.
i miss sunken D from sc1 oh and just remembered dunno the name the one where you stacked cannons (with the lights off/on) and stuff war pretty fun too
upgrades and stuff are pretty boring tbh ;( but guess they werent pure TDs since u had units too so :(
Ummm...a timer does ensure the goal is to finish the fastest....