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Reviews for "Worlds' Guard"

Didn't play through it much. Seems like just another tower defense game. Also, the mute buttons for sounds and music are swapped; the music note turns off SFX, while the speaker button mutes the background music.

very good i like it but ther are a bit 2 less things you can set up

The game is well done and well coded. Fun factor is high too!

Like, Legiro pointed out, you can win almost all levels by just spamming MACHINE GUNs (MG). In levels where available spaces are scarce, just spam ELECTRIC GUNS (EG). Gold medal every time.

In short these two guns are the best and probably the only ones worth investing. Fully upgraded EGs are so powerful but still doesn't beat the MG spam exploit.

I had fun playing.
So the game is cool. =)

Typical TD with lacking balance. What you need to do to basically pass all levels - spam machine gun turrets. No upgrading, no mixing, no thought needed. Moreover, any attempt to move away from this boring style of playing results in immidiate loss. I easily got gold in EIGHT first stages, having a slight problem only on the last one. At some cases, monsters couldn't make it past even half of my spammed defences. Let's take this game apart, try to discern the roots of problems and how you can fix it in future installment of TD game (if such is planned):
1) First, balancing issues. Simple spam of cheapest turrets wins the game. Anything else fails due to too high prices for too little effect. Any other turret fails in comparisson to two machine gun turrets while costing same money. Abundant number of slots only emphasizes this issue, providing basically limitless space for spam. But let's hold our horses. You should've amplified damage of towers and/or make their abilities have more distinct impact. And tone down power of the cheapest one, which is obviously overpowered compared to game's difficulty. Same with monsters and waves. Some waves are obviously stronger than the latter ones, which isn't necessarily bad, but in this particular game only reinforce the need to abuse unbalanced towers in order to win perfectly.
2) Make a difference between towers, force players to think, to choose. A good way to do so without breaking balance of early levels too much (when good tower will basically seal the deal) - diverse enemies and/or extensive leveling system. Better have both. Distinct effects can be amplified by having, for example, ghost-like enemies (as in this game), but don't stop here. For example, laser tower. Not touching the issue that in reality its "poison" tower... For example, add enemy which continuosly regenerates HP as long as he isn't recieving damage. This will make continous DoT much more viable. Maybe make enemy which gains increasing armor as he walks towards his goal, forcing players to make some sort of cluster complemented with slow/stun towers. Your ideas of different monsters were plausible, but mostly just forced the same thing - spamming cheapest towers all over the place.
3) Add some "flavor". Feature. Something, which will mark your game amongst thousands of other Tower Defences. It shouldn't be some breakthrough ingenious idea. At least something which would give your next game character. Something this game seriously lacking. Remember, your final goal - make game enjoyable to players. Ultimately any goal of game creation rests in this. Examples of maybe not very original, but definitely different TD, to name a few:
http://www.newgrounds.com/portal/view /446232
http://www.newgrounds.com/portal/view /590772
http://www.newgrounds.com/portal/view /591382
Notice how differently these games play, even though they are same genre - Tower Defence. Each one of them have at least one particular detail, which above typical TD idea and hence most of other games. They may not be the same in popularity, but they have something which grabs attention.

Might have been fun if the towers werent so weak, the upgrades werent so expensive, and it wasnt so damn impossible.