The scoring system does make sense. Well, you can imagine I might say that since I created the scoring system. The idea is that it rewards taking risks. Building to optimize for the big multipliers gives you great chance of creeps slipping through. Having a creep slip through cause a hit to your multiplier isn't a bad idea from a pure mathmatical standpoint, but people often don't like that from a perception standpoint. -- David
...but in a sense you are still penalized, because by losing a creep you don't receive a score for it which is cool...
So far I have gotten to easy level 8 before my battery died. I must say that as much as I love the first one this one blows it away. I'm truly impressed that they were actually able to improve on the first one. With an open field style game even (I like the maze style better).
Hey, just wanted to drop you a note saying congrats on finally getting it out and also thank you for not making it easy. I loved the first one, easily the best in the App Store. With that said, it's saddening to see you undervalue your games.
Yeah Yeah, I bought it straight away (well, at least when I got out of bed and read the post here! Thanks for sharing!) It's my first post here, but it's sure worthy because i totally loved geoDefence. It was actually the first game I bought for my iPhone! And since I'm writing here, let me ask you something: do you people in the USA HAVE to buy giftcards to buy apps? Because I'm using a 'pay per click' kinda deal, and thats working like a charm. Just click... and buy. And the money magically disappears from my bank acount Just wondered if it was an European thing (I'm from the Netherlands...) Well, I didn't played it yet, so I'm gonna do that now! Will post my first thoughts on the game in a bit! Oh, and the game is only 79 cents for us here Just wanted to let you know edit: and yes, i do know Eurocents are worth more than Dollarcents... 79 cents just sounds cheaper EDIT2: Oh, and you people DO know you can change the difficulty in the options menu right? You won't get highscores, but you CAN beat the levels easier (and gain experience...)
Hmm, how do the thump towers work? I thought they hit creeps when one is in their range... Also, where is the endless mode? Can't seem to find it...
Ok, thanks Bat Outta Hell, was just wondering Well, I played it.. and i totally loved it! I'm not gonna write a review on it, because there are some good ones already out there. Would be all praise anyways, so not very objectivistic... But I do want to lay down some things I personally liked about this game. This game has so much more freedom than geoDefence. Not only because you can force the creeps to go in the direction you want, but you can make them turn around, and even let them wander around forever (at least the last swarm...). In level 3 I started making 'escape routes', an alternative route which was blocked by a tower at first. When the creeps got dangerously close to the exit, I sold the tower which blocked the 'escape route' and put a tower right in front of the creeps so they had to turn around. While walking (or crawling... or sliding) back to take the new route, none of them survived, leaving alot of little creep-families fatherless :'( It's just one example on how much more freedom you have in your gameplay. You can make long straight 'streets' with lasers at the end to get more creeps in one time, or you can just make all kind of zig-zaggy swirly paths to get them past as many towers as you can! The graphics are fine as always, I really love it that they continued the hexa-grid in the 'creep-explosion-graphics' aswell. At first I was a little bit sad about the towers not being upgraded (visually speeking), but why change something that is already good right? And it did felt familiar, and thus good Not a major upgrade in graphics, but the little changes and the whole new gameplay are enough to make this one a gem also! Ok, that's it for now! Thanks for making such a great game, and sell it for just a couple of cents! I'm gonna have a lot of funtime with this one! Oh, and if people need some advice, tips, level hints, general GD lessons, tutorials or whatever... PM me, since I'm sort of a geoDefence Master . I don't want to brag or anything, but I would at LEAST be some kind of field marshal if this was in the real world...
This is called "juggling" and it's a well known and often abused "flaw" (in that it's hard to find a system that prevents it) in open-field TD games. Depending on who you ask, it's either a great tactic or an extremely cheap way to manipulate the system. Some games have tried to implement ways of discouraging it; in Fieldrunners you are docked a lot of points for selling a tower, in 7 Cities you cannot sell a tower during an active wave, and in other games there is a delay on selling a tower, which makes it less effective to juggle. If you watch them, they emit a purple pulse wave, which is what actually hits the creeps. It seems like they do more damage closer to the center of the pulse, and barely any at the edges. Overall, they seem pretty weak compared to the other towers. I haven't found them very useful. The last level of each difficulty is an endless level. I don't think you can play endless in all the levels.
I'm liking Openfeint less and less. The long load times, confusing-ish interface (compared to others), unreliable friend list thing, andthe leaderboards are hard to figure out where you stand. Anders, if Illusion Labs ever adds integration, use Plus+!
Thanks, I'm not very much into TD games so I didn't know it would be considered 'cheating' in some perspectives. I do understand why though. But I believe that in this game it isn't a cheap way because in the middle of the game, there are just too many different creeps out there, wandering around at different speeds. The first time I tried it, I wasn't fast enough and lost 5 lives because i couldn't close the 'escape route' soon enough... (and that was level 3 of easy ) Oh well, like you said, it depends on who you ask. If it gets you trough all the levels it surely is a cheap way. But because of the difficulty of geoDefence: Swarm I use it as a last resort Would be surprised if anyone could pull this off in all levels... Note to myself: "I really have to learn to write shorter posts.."
Okay. Givin' up. That's way too much bonus for the creeps in Easy Level 8 "Road not Taken" with those f****d orange fields where they can go freely but you almost can't place any tower. Too much of them. Tried it ten times or so (with lots of experiences with geoDefense classic). Two thirds of the playfield are completely useless. There is almost no place any more for the towers! I really don't know where to put them. Makes no sense for me sliding around the towers and only finding the red NONOs. Searching for free tower places like mad. geoDefense (classic) got too easy with the last update and Swarm is too hard. I think I'll draw my recommendation back.
Sniffles Honestly calm down, it's a game. I like how challenging it is, hope they don't make it easier.
^ Sorry but I can't see any strategy or way where to place the towers in this level. "Try and error" makes no sense for me. I can't find out any logic behind. Why isn't it possible to place towers in the left most row p.e.? Maybe I've missed some hidden rules...