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Hands of War TD

rated 4.30 / 5 stars
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Strategy - Tower Defense

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Jan 27, 2012 | 4:12 PM EST

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The power of the Heartstone has mysteriously faded and the land of Tempor lies broken from years of civil war. Can you defend your nation against an invading force and unite the seven factions once again?



Rated 4 / 5 stars


Having made a rather thorough playthrough, i was hardly dissapointed or unsatisfied with anything, except for a few things. (That might be considered minor, but still worth fixing)

Champion: The idea of having one unit that represents "you" and is stronger than most never pleased me, though i liked it (mostly) in this game.

1: Towers that can detect stealth are few and far between, and your champion is really the only way of getting them in most matches, however, in maps with LOTS of entries and lots of paths, and only TWO teleports, it can be really, really hard to not lose lives to stealth champions if you they all walk different ways. (Especially early levels)
Using spells to unveil them isn't a solid tool, as it costs too many resources.
Either adding more teleports, earlier (not more) stealth detectors or more fair/clever pathing, would have been great as this frustrated me quite a few times.

2. Targeting priorities: While this is actually a general complaint for all towers/units, i'd like to put emphasis on the champion, as this was where it was most annoying.
Why is there no "Furthest"/"Closest to Exit" option? Sometimes i needed to teleport my champion near the end of the map to save some units from getting through... But instead he decided to fire at some units that it could've killed AFTER it killed the ones close to make it through! I lost NUMEROUS maps because of the lack of this option.
Besides, other units could've used this option too.

2.a: A "Best use of Fire arrow" priority would be great too... or some kind of fix to the AI.
Let's say you have two units on a line. Now either scenario can occur:
1. You shoot at the one in the front, one arrow will take both of the enemies down.
2. You fire at the one in the back, you need another arrow to take the other one down afterwards.
Sometimes, not always, the ranger champion would choose option number 2.
Less of a gamebreaker, but still annoying when it could've saved a life.
While we're at the fire arrow, this is more of a bug report, but sometimes when enemies were right on top of each other, the fire arrow simply doesn't work.

3: On another note, one thing that bugged me was missplaced towers. When i sell them, the cost of a new tower doesn't go down by one... It really should.
I don't see any reason why it shouldn't go down to the number of tower CURRENTLY on the map, instead of the total amount of towers build.

4: Map design. Without coming off as a complete jackass... How much do you pay your level designer?
Really, some of the designs made me cringe and i was continually pissed at some of the (at times) unfair map designs! One absolute atrocity is "Madness". Quite fiiting name.
So. many. paths. Why? I mean, there was NO WAY two teleports was gonna cut it for the champion in this map. Choke points? HAH, WE'LL WALK AROUND! Waves were unpredictable, the layout and the bonus-points on the map weren't fit for defending the.... back paths...
Weird setups like these appeared quite a few times and were more annoying that a fun diversity.

5: More affordable upgrades. Now, this is not necesarily for all upgrades, but some upgrades (such as slow (ESPIACLLY SLOW)) would be GREAT if they were available earlier and cost less. (It would not be overpowered since it still costs a ton to build more than 2-3 of every tower (even more upgrading them))

6: Investment center. In my opinion a horrible, horrible, upgrade. Not the upgrade itself, but the design behind it... it promotes stockpiling resources which is ALWAYS a bad idea in tower defense games: Waves get progressingly stronger, so so should you. There's just NO REASON to sit on gold... other than this upgrade. Maybe if the game had some passive investment rate or your towers hit harder/faster the more gold you had, or whatever.
But as it stands, this upgrades just seems silly to me.

7: Spells 1 and 2 seem quite a bit too expensive. If i had the power to do so, i'd reduce the cost somewhat, and then add a cooldown to both abilities (possibly reduce the power slighty too, for balance)

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Rated 5 / 5 stars

THERE IS NO REASON FOR ME TO BE PLAYING THIS FOR 2 HOURS. But damn this game is really addicting. Congratulations this is a really fun game.

People find this review helpful!


Rated 5 / 5 stars

very good game my 5 r is 4 this game no dough


Rated 5 / 5 stars

very nice


Rated 5 / 5 stars

very addicting. played it for about 6hrs straight today cant wait to grind out the rest of it tomorrow!