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Reviews for "Mushroom Tower Defense"

needs shorter levels

the levels are way to long cause i mean like 45 waves in one level i only got through like 32 of them! whatever!

Nicely done

Although it was aready seen in another TD here on newgrounds, I forgot the name of that submission, to use crystals or runes in combinations to change the effects of a tower, it was way better made and balanced.

In the first 4 worlds I was a lil bored because it was way too easy, from 5-9 I needed well chosen upgrades to get the gold medal - the last one gave me the creeps and I had to switch my strategy completely. That was surprising for me, beacuase I thought the "pure tower tactic" will work until the end. Great thing - I had to use non-pure towers to come by and it freshend up the gameplay.

Plus:
- many different tower (for me they were enough)
- graphics were nicely made
- gameplay in overall entertaining

Minus:
- the "pures" are way to strong at the beginning, that cripples the gameplay
- too less levels
- you don't have to watch on the right elements, because the damage bonus is way to low - the game loses this tactical aspect completely an soon you created an non-pure or pure mushroom (no weakness anymore)

Suggestions for improvements:
- implement a map editor
- insert a sandbox mode with endless waves with an online highscore table
- someone in the comments wished more different towers, maybe think about implementing something like tower affecting each other like in "Onslaught 2" here on NG. (towers with special ability will put there abilities together to an even better one)

My game tactics:
-----------------------
Upgrades: Prio 1 Life and Damage, Prio 2 Money
(Upgrades are essential too, try to get gold medals on each map)

First things first: quality instead of quantity!
Few high leveled towers a more effective than a lot low level towers.
You need only 2 towers at the beginning of a round - pushing one up to 6 as fast as possible, the other is placed so that it can intercept some lone runners. I keep his level between 1-3 until the other is maxed. Then I just add one after another tower and max them out.

Second thing: placement of a tower is essential - only try to place them in spots they can fire in two directions making him nearly twice as effective if you send the waves in well timed (so they don't move by at the same time from both directions). Find the suitable rythm for each map and placing spots you decide to use.

World 1-8 (9): I used only pure mushroom, element varied, with 1 to 3 life stealer to keep my lifes at max at level end (lifes gives a hell of a lot bonus which ensures getting the gold medal).

World (9 and) 10: I switch to non-pure mushroom only: instantdeath and teleport in a 50:50 combination, upgraded to level 5. 5-7 life stealers (because you lose on some waves a hell of a lot lifes, because it may happen that enemies are immune to both effects I used, but the life stealers will fill them up until such a wave comes again). That was the only possible strategy for me to finish world 10. I put also some 2-4 pure mushroom against later waves with complete immunities and chose the attack element extra depending to that waves weakness.

review

graphics: 3/3 cute and cuddly in a way but the red fire things were a bit weird
Gameplay: 2/3 i mean it was a great, great game make no mistake, but I seriously could not get past world 1
sound:1/1 the music was repetitive, but it was pretty good. the uh oh whenever a monster got into the farm was kind of annoying, and the constant YO! s from the mushroom things were irratating (i know i spelled that wrong)
items: 2/3 the upgrade system was enjoyable and the items were creative, but a health item would have been useful.
GREAT GAME

incredible

It was really fun up until i lost on the last wave of the first level...

awesome and very different

I think Mario should eat these mushrooms for a defensive boost =D