Universal geoDefense Swarm (by Critical Thought Games)

Discussion in 'iPhone and iPad Games' started by arn, Sep 14, 2009.

  1. MaxPower

    MaxPower Well-Known Member

    Mar 23, 2009
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    really? i found the easy levels to be just that... easy. don't think i had to replay any boards at all.
     
  2. Grubjelly

    Grubjelly Well-Known Member

    Jun 19, 2009
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    Still can't get past wave 10/17 in Hard 1 (Middle Ground). After about 50 attempts, it finally said "Whoa, nice try" and then "Voted easiest level" after a different attempt. When wave 12/17 finally arrives, I'm sure whatever strategy that ends up getting me to wave 11 will prove inadequate by then. Same goes for wave 13 or 14, 15, 16....

    I swear, my name would have to be Skippy to beat that level.
     
  3. Aurora

    Aurora Well-Known Member

    #223 Aurora, Sep 18, 2009
    Last edited: Sep 19, 2009
    I can't even beat some of the easy levels, the enemies just move way too fast and even the rotating stars have huge amounts of health. I just don't have enough points to even create a zigzag barrier with the most basic weapons... Would it be best to start with more powerful weapons and only create the zigzag when I have lots of points to spend?
     
  4. UndeadZed

    UndeadZed Well-Known Member

    Sep 9, 2009
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    for easy it it better to get a bunch of green turrets at the begining and get the basic layout of the maze going then either save up money or sell the basic green turrens and repalce them with the lazers or you can have banks of turrets and just upgrade insesanlty
     
  5. VWXYZ

    VWXYZ Well-Known Member

    Jan 21, 2009
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    Heres the strategi that so far has gotton me into the early Medium levels and only failed a very few times (at boards where it simply wasn't possible to deploy)

    1) Use green turrents to create a long straight pass way. In all levels 2-4 green turrents at the beginning can kill all creeps for the first 2-3 waves
    2) Before the path is complete, but when you know where its gonna be, place a laser turrent at the end where the creep is going to come IN
    3) Build the rest of the path (green turrents, use as much of the board walls as possible, don't waste green turrents. And its not a major problem to sell a green if you misplace, better than trying to move the path). While you build the path you also have to upgrade the first laser tower enough to keep up with the creep
    4) Place a laser tower on the end of this path.
    5) Make sure both laser towers get to LV7
    6) The first levels shouldn't require much more, but if they do, you have an enormus cash flow and have 2 options:
    7a) Spam missile turrets. Build something like 4, upgrade them to LV6 (be aware! They completely chance style at LV7, you can use a few LV7 towers, but watch out!). When they'r all up, build 4 new ones, and repeat.
    7b) Upgrade your green towers to LV7. Once again, upgrade them in groups of 4, that way you get some to LV7 quickly without wasting too much time waiting for the loading.


    You can always mix this strategy up with Vortex's, those yellow slow down things, and such!


    Now a question... How does the thumb tower work?
     
  6. agent59512935

    agent59512935 Well-Known Member

    Dec 3, 2008
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    OK I now see how thump towers are useful. Also, endless mode owns. Like, totally. Although my 'juggling' needs to improve, I was lying in bed last night and realized I was being really stupid/simple and you can do some pretty complex stuff, re-routing creeps way back to the start etc.

    Can't wait to play again today, if my GF will let me :D
     
  7. Anders

    Anders Well-Known Member

    Feb 3, 2009
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    Co-owner and CTO at Color Monkey
    Sweden
    #227 Anders, Sep 19, 2009
    Last edited: Sep 19, 2009
    My guesses are

    * They only affect adjacent tiles, ignore the big green circle
    * Worthless at lvl 1, great fully upgraded
    * Use in conjunction with the yellow towers
    * Place them so that creeps go around the tower
     
  8. eobet

    eobet Well-Known Member

    Sep 7, 2009
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    Though I did not have many problems with the easy levels, I would like to add my voice to those who say that this game is too difficult, but for me it is because of the medium levels.

    Also, what I especially don't like is this:

    Medium levels seem to be designed with ONE solution in mind. That makes this game a puzzle game, rather than a strategy game. And also, it removes replayability.

    But I guess this is a Tower Defense game for advanced and experienced TD players ("juggling" is a necessary solution already on medium level 8), but there should be a warning about that on the iTunes page, imo.

    Anyway, I will leave a warning about it in my (not so favourable) review in the Swedish iTunes store.
     
  9. Grubjelly

    Grubjelly Well-Known Member

    Jun 19, 2009
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    For the moment, #7 in Revenge of the Eye (nickname lukeb). Played that level about 100 times in a row today and score was 27,000 (x133 multiplier), which I thought would be decent for 10 waves, but #1 and #2 are 7-8 million? How is that possible?

    Also, for easy level 8 there is a #1 score that has a "wave 902" next to it. Can than level be played in endless mode? If so, it seems strange that the leaderboards for that and fixed waves would be combined.
     
  10. Shumby

    Shumby Well-Known Member

    Aug 13, 2009
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    I'd be pissed if the dev toned down the difficulty. Part of the reason I grabbed GD:S as soon as it arrived is because I was excited for a new challenge.

    Go have your mama tuck you into bed and play bejewelled or dancing-pony-cloud-jumping if you can't handle it.
     
  11. twentyone

    twentyone Well-Known Member

    Jul 5, 2009
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    OKC, Oklahoma
    That is the best thing I've read on here in awhile.

    Anyway, I am loving the challenge this game offers. The visuals and sound are great!:D
     
  12. Fedorov

    Fedorov Well-Known Member

    May 18, 2009
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    LOL, that should be quoted on the appstore description for everyone who complains about how hard it is :)
     
  13. zachawry

    zachawry Well-Known Member

    Oct 15, 2008
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    Ultimately, I deleted it from my iPhone

    I was really excited about this game because I love open-field TD, but it's NOT really an open-field game. It suffers from the same thing that the first one did: there is really only one viable strategy for most maps.

    This makes it a puzzle game in TD garb. Your job as player is to try to figure out the unique solution that the developer has dreamed up.

    For those who like puzzles, cool. For those of us who want don't, not so much.

    Too bad.
     
  14. loves2spoon

    loves2spoon Well-Known Member

    Sep 22, 2009
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    i can't get passed wave 116 on the level 10 on easy difficulty, my favorite level!

    i usually end up with about $5,000 cash and no more room to build anything else

    the yellow things always get through, but i manage to kill one or two of them.

    are the snipe towers worth keeping or use lasers all over?
     
  15. Elysium

    Elysium Well-Known Member

    Jan 15, 2009
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    Several of the maps can be beaten with wildly different strategies, others with similar pathing strategies with variant tower placement. And yes, some need to be beaten in very similar ways.

    What you fail to realize is that the more ways he allows to beat a level, the easier it is. If there are 20 different ways to beat a level, that basically means that you can do practically anything and still win. Throw down a tower anywhere, why use strategy, something will work! In order to increase the difficulty, you have to decrease viable options. I would hardly consider any of this something the game "suffers" from.
     
  16. Wegmans

    Wegmans Well-Known Member

    Oct 31, 2008
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    You're absolutely correct. Part of the fun of beating a level is coming back and trying new strategies. I don't know about everyone else, but this is extremely addictive because most of the time when you try a different strategy, you fail. If you fail, it just sends you back again to try harder to beat it!

    I even go back to the easy levels to play around... it's got a lot of replay value!

    I just wish it didn't crash every time i quit mid game and want to come back and resume a game :(
     
  17. Devilishly Good

    Devilishly Good Well-Known Member

    May 1, 2009
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    The Underworld
    What will be in the 1.1 update...

     
  18. Shumby

    Shumby Well-Known Member

    Aug 13, 2009
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    thank bejesus for the better icon. :eek:
     
  19. Devilishly Good

    Devilishly Good Well-Known Member

    May 1, 2009
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    The Underworld
    okay, here's an update to what's being submitted in 1.1 - a few extra changes made it in

     
  20. Shumby

    Shumby Well-Known Member

    Aug 13, 2009
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    Improvement: Increased the time before the first wave to 30 seconds so you get a tad bit more time to think about you first move.

    Hell yeah! Thank you for that! \m/
    My two main gripes are being fixed!
     

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