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Reviews for "Infinite Tower Defense"

i like it...

i like how the towers are stronger when they're near different colors, its a nice unique thing :D

Semi-garbo

The hard thing about making a good tower defense game is being original and the fact that it will always be compared to the other great tower defenses, that so many people love, that are out there. The music was one of the few things that kept me entertained so good job there.

This game is extremely buggy - needs much work

It doesn't seem like you put much time into testing this game before release. I was able to find a fairly large number of game breaking bugs from just playing for a short amount of time.
First the speed buttons don't work as they should. If the speed is left at 4 the game is impossible, but if it is left at 1 then the game gets much easier. I believe this is because the projectiles shot by the towers seem to use hit testing to determine if they hit the target. If the enemies are moving too quickly they simply outrun the projectiles and are not damaged.
Also pertaining to enemies outrunning projectiles, upgrading the range too far on towers is counterproductive. The towers do not lead the enemies and so at a certain point (I think around range level 7 or so) the enemies are moving too quickly for the tower to hit them when the tower is shooting at maximum range. Additionally the towers always target the enemy furthest along the path. This means towers tend to target enemies around the tower's maximum range making even more projectiles miss. I'm curious if the speed upgrade is to solve this. I'm assuming the delay statistic is the tower's fire rate so that would likely make the speed statistic the movement rate of the tower's projectiles. I tried to upgrade speed enough to get towers to hit their targets but the speed upgrade didn't seem to help, or if it did it didn't help enough. I had a tower with range 10 and speed 20 something and it was still missing its targets.
Perhaps the most game breaking bug in this game is also what seems to be the most renowned feature, the infinite upgrade system. It appears that purchased upgrades are assigned to the positions on the map and when towers are sold these upgrades are not removed as well. This allows a player to purchase several upgrades on a cheap tower (green), sell it, and place an expensive tower in the same spot (gold) and have the upgrades apply to the new expensive tower. I would assume that at high levels of the game this would be much cheaper and efficient then purchasing upgrades for the expensive towers directly.

Kinda Generic for a TD game

Good:
Levels
Multiple towers
Towers boost other towers next to it if not the same type
Upgrades cost the same no matter if its Range 1 to Range 20 for the tower
Upgrades don't Cap

Bad:
Cash from enemies never scales up, you always earn 11G per kill.
Towers all look the same, except the color
enemies all react the same, just with more health every level. Would have been nice for a fast low health enemy or a slow tank enemy, even if that's been done may times before this.
Upgrades don't Cap

Let me explain why I see the Upgrades not capping as a problem. First, it's good because you can just have a few towers, but these towers have insane range, speed and damage. However, this is equally bad because you might end up just working on a single small set of maybe 5 towers, in which case the player gets over whelmed very quickly in the later levels.

meh

this could have been better, i would suggest more variation for the enemy as well as a more significant difference between the look of the towers. the mechanics of the game function well and i didnt come across any bugs so on a functionality level this game is great. in the future just put a little more imagination into the asthetics and you've got yourself gold.