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Defend the kingdom of Emaeron from demonic surge all over the country!
Try this unique mix between Tower Defense and unique turn base strategy game.
King Imkael has fallen. The beloved king was killed in a gruesome battle, defending the last free city in the kingdom of Emaeron. Nothing could foresee this hellish invasion.
In Demonrift TD you are taking the role as Baroness Milena, commanding last stand of empire troops against the mysterious surge of demon armies throughout the empire vast cities.
Upgrade your troops, build and upgrade defended cities to help the empire army wages war against the demons, and start defending the kingdom now!
* Use the mouse to navigate, or optionally you can use keyboard to scroll the map in any direction when available.
An excellent game
A few things did bother me, which is why I'm giving a 9 rather than 10.
I liked the graphics and music, as well as the idea - guard towers which spawn units aren't common in these games!
* It's great that it has a story, unfortunately the story here often gets confused due to the non-linear selection of battles (a good feature in itself). It is obvious in some points that I was intended to go through the cities in a certain order, and I didn't. I don't have suggestion to solve this though... :)
* A small related bug - I could see descriptions of monsters in the Great Library after the city in which they appear was accessible, but before I actually accessed it.
* Sometimes available guard posts are overlaid with the scrolling arrows and are difficult to select.
* As mentioned, a way to bring in the next wave would've been nice (pausing is possible by entering the menu).
* The random attacks on my cities made things a bit more realistic, but the fact that my only option is whether to spend resource or not, to improve unknown chances of success by an unknown factor, was kinda frustrating.
* I replayed maps mainly to get the best ranking, earning resources on the side. Near the end I felt I might need to replay the easy maps for resources, which would have been quite boring. Might have been nice to get a larger resource bonus for [re]playing more difficult maps.
* There was no convenient way to show the tutorial instructions again - they weren't displayed when I replayed the tutorial map.
Still, these are just small bugs in an overall great game.
I thought this was a great game. I just wish that it was a little longer. For those of you who said it was too hard... Well it's a little challenging but it's not too hard. I think you should extend the game somehow. I would play it. Thanks for making this one
Overall Great - Could use some tweeks
I played through the first 4-5 areas before I ran out of time. I'm not sure if the game saves your progress or not - or if the save is based on your CPU cache or an on-line profile. I'm guessing the former, since it doesn't prompt you to sign into your account.
The graphics are decent - well drawn enemies & hero units, with simple but clean looking terrain maps. I can't comment on sound because I always disable volume at work. Combat itself is very easy to understand. The build/place/upgrade interface is very easy to understand & looks good. The upgrade system with the buildings & the resources is a great idea, and that really adds some interest to the game, making it more than just another TD.
- Link the save to user's NG profile, so we don't lose progress when we sweep our cache.
- We don't have any way to pause, nor can we force the next unit in line. These are both standard TD interface options, so I recommend adding them in.
- It would be nice if we could build more than one thing on a taken city. My theory on this is that if the city is attacked, we should be given the option to defend it ourselves or let the computer resolve it. If we've taken time to fortify, then we should get bonuses to build & protect our city.
Lastly, I'm a bit confused about the format of the game, because it doesn't seem to fit with the way the story is based. Reading the game, we're supposed to be taking "occupied" territory when we run a new map. However, we're somehow still defending it from incoming troops. Aren't WE the incoming troops if we're moving into an occupied city? This doesn't make much sense. Shouldn't we be the ones marching through occupied territory, building troops to get through defenses, which we then have to re-build & re-populate when the city becomes ours? This especially doesn't seem to make sense because it appears we're marching towards some type of "Mount Doom" area at the end of the map. We're the invaders, clearly, and yet we seem to show up ahead of the enemy units to set up defense towers to protect a city that's not even ours??
I realize this is a TD game, so you're working within certain limitations with regard to game structure. I also realize that you have spent a great deal of time on this game to make it so smooth & give it some polish. I give you HUGE props on a job well done. I'm merely pointing out these items because you've really done alot of work to inject a story & some RPG elements into this game - and yet they are not supported by the game itself. Take it for what it's worth.
I thought this was a highly original TD game. My only complaint is that the attack on cities seems wholly unnecessary, as do the building of structures. Maybe a little hard as well, but who dosnt like a challenge?
When Erik Myers is arrested for drunk driving, he is sentenced to Group Therapy.
A pokemon parody
After a lifetime of captivity, a goldfish finally finds freedom.
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