Toytown Tower Defense
Just click on a tower to select it, once you've selected it you can upgrade it at cost, and you can set its "aura", which improves one trait of an adjacent tower. Red increases attack power, yellow increases monetary return, blue increases range and green increases attack rate. The goal is to hold out as long as possible.
The three twists Toytown offers to the genre include the auras described above and the control of one of three "Heroes" with different qualities. The marine can shoot quickly, the wizard does splash damage and the witch slows enemies down. Each hero can also choose an aura to affect nearby towers and can use two special attacks with a resultant cool-down time—EMP, which does splash damage and slows enemies; and Stun, which freezes an enemy and does considerable damage. These aspects make the game much more involved than the typical place-and-watch gameplay of most tower defense games, and also serve to keep you on your toes as you pick off stragglers and desperately hold off a remainder batch on their march toward your gate, trying to minimize casualties. The third twist is the need to build power plants periodically as you upgrade and buy new towers, a facile support loop that does little to deepen gameplay, merely adding a chore.
Aesthetically, the game is great and the pixel art is full of all the joy you can expect with pixel art. The ersatz mix of arrows, cannons, a castle you're defending and a Space Marine with a laser gun make the game either thematically diluted or pleasantly diverse, depending on your disposition. The enemies consist of typically non-scary creatures, flying pigs and penguins and little jellies—once again this can either come across as distractingly underwhelming or whimsically cute.
The interface suffers from a few issues. Because the game follows a 2.5D perspective-based perspective, clicking over a tower to move your hero there requires a prompt to choose whether you want to select the tower or move there. Using a special ability to freeze a boss right before it lands in your castle requires clicking on that and then clicking on the specific enemy—not the land right next to it as it moves. The most jarring aspect is that you must select a tower before you can select an enemy to see what their HP and resistances are. Little inconsistencies like this bug me, I don't know about you.
Regardless, this is a good way to spend some time if you're a TD fan.
:) cool game, but its really just the same as all others. i find it kinda hard to get right combos in this one, and theres no interest rate!
that was a cute little distraction - but I still prefer Onslaught as my tower defense game of choice.
I didn't like having to click the map to change areas.
I'm not really a fan of this one. The map is too large and there is too much clicking involved. The graphics are good though.
weird & very hard!!!
Wave #89, 9 short of killing a thousand creeps.
Personally I find the auras and the hero to be a refreshing change from the usual "build the tower watch 'em blow the creeps" kind of TD. The powerups were great: it perks you up everytime you see a present lying on the ground
Sadly, it becomes very very repetitive after a while. I just kept playing to see if there was an end to this TD. Replay value = 0.
Here a little exploit I found while I was playing.. Its nothing big so yeah..
You can get two EMT Pulses with only one cooldown by first being far away from your pulse destination. First, land your first pulse and quickly press the pulse button again. After your hero fires off the first pulse, you are still free to use the second pulse!
no walk through yet?
can you see the entire map on one screen....i find it hard to navigate....
the hero is a nice change to the typical formula of such games...you become active during a wave rather than just sit and watch.
however, not being able to see the entire map makes it rather difficult to play.....
I got bored at forty-something and quit.
Poor interface makes this game unplayable.
I prefer this to Onslaught since I don't have to rely on linked laser cannons after level 100. And the hero thing was great, I just wish buildings would create their own aura when you're busy with enemies on the other side of the map.
Got to level 72, hero level 48 or something.
How did someone get to level 172?
it was kinda easy...
i beat 180 lvl
I really enjoy these defense building games. This game had some interesting innovations, but it quickly becomes repetitive.
I like the hero and aura ideas, but would prefer one map. I also prefer turn-based gameplay rather than continuous waves.
I'm still waiting for someone to make "SimCity Tower Defense."
I can't seem to work out the aura combo's, anyone know what they are
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