For example, it can be helpful to have the fine tuning of the joystick to decide where to move your hero next, and then quickly reaching over to tap a spell and cast it somewhere in the realm. You can switch seamlessly from touchscreen controls to button controls, and it really helps when you’re dealing with different issues and perspectives. The variety in sprites is impressive, with something like 80 different enemy types AND several flavours of boss that you need to deal with. There’s so many enemies that appear on the screen at any one given time, and you’d expect the number of draw calls to slow down the game, but there’s no discernible drop. I know those are all wildly different enemies, but they all exist somewhere in the game, so lemme have this moment.įor what it’s worth, Kingdom Rush is a fabulous port, especially for the Nintendo Switch Lite. Being able to complete both the Iron Challenge and the Heroic Challenge for a set level means that you beat the HELL out of it, all orcs, worgs and yeti be damned. For example, that level might have felt fairly easy, but would you gamble your unblemished record by trying it again without access to archers OR melee soldiers? Kingdom Rush understands that players who purchase the game are looking to become tower completionists: they want three stars on everything, and they want to look cool while doing it. Each time you finish a stage, you then unlock the ability to go back and try that level again under a different set of conditions that allow you to gain further upgrades and perks. With Kingdom Rush, the name of the game is replay and more replay. Hey, crafting your own narrative helps to make the game more interesting besides the short little blurbs about what’s happening and why enemies are attacking you between levels. Plus, Ignus is obtained through the course of upgrading the aforementioned meteor strike, which means you’re already a badass God of the cosmos before you choose a fire elemental as your avatar. Ignus, my hero of choice, actually sends out a wave of damage while healing himself arbitrarily in battle after a certain level, and he looks cool as hell as he does it. Additionally, the heroes get skills of their own, some on cooldown for activation and some that just HAPPEN has they continue to level up and get stronger. The hero can be assigned to different parts of the board and, by and large, do significantly more damage than most of the towers that you’re able to craft. A hero serves a triple purpose of mobility, strength and passive abilities. It’s all pretty textbook if you understand the essentials of tower defence.īest of all, you also get to choose a hero to lead your troops, a single grunt that has some serious leverage within the world of Kingdom Rush. You have a limited control over how fast or slow the waves come in, and you also have some spells that the player can cast based on cooldown (summoning extra troops, calling down a meteor). At the same time, gradual progression allows for the towers to become further and further upgraded, which leads into further strategization during the course of a battle. You get a star ranking based on how well you manage to defend yourself during the course of the level, and these stars aren’t just for show: they’re reinvested in upgrading the towers outside of battle to give them more oomph from the base level. You need to prevent as many of the invading mobs from getting to your castle as possible through the creation of one of eight types of towers, each dealing some traditional forms of damage (arrows, melee troops, magic, single shot cannons, etc.). Kingdom Rush is a tower defence strategy game in a medieval backdrop, and it works reasonably well in both thought and execution. I mean, because of a lot of other stuff: it’s a good game, but it isn’t that good. So, with a little luck, some great design and positive ideology, the world were introduced to Kingdom Rush, and things have never really been the same. Zombies made Popcap rich, and it was up to other titles to come in and make it sparkle. Fieldrunners had really carved out a sharp niche, Plants Vs. When Ironhide Game Studio entered the market with a tower defence title, they were already in good company. In order for your mobile game to make a splash, it either needed to be incredibly catchy, an inexplicable port of a console game, or at least the earliest incarnation of a Skinner box to milk people dry of their free time and fill their screen with ads. The bubble had mostly burst in terms of turning a fast buck on the App Store or the Play Store: some people were finding purchase with Amazon’s storefront, but it was going slow and coins were still a thing (and they may still be, I just can’t imagine WHY). It was a simpler time, the time of early 2010s mobile gaming.
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