![]() You do not get any of this in Iron Marines. In Kingdom Rush you had a clear indication of how much damage a tower/unit does and what type of armour it was strong against as well as how fast it attacks. The first problem, and something I was surprised about given the developer, is the lack of any stats regarding damage, health or armour type. Initially you are limited to the types of units you can summon and towers you can build, but eventually you'll be able to summon 9 different units (3 human infantry types, 3 mech units, 3 alien units) and build 3 different types of towers. ![]() Another structure to summon units and anywhere from 1 to 3 other nodes to build towers. You start the game with 1 HQ structure, which generates the game's single resource. ![]() Campaign wise it is set across 21 stage over 3 different planets (which affect visual design and enemy types), with a few challenge stages which limit the type of towers and units you have. I picked up Iron Marines as I'm a big fan of the Kingdom Rush games and was interested to see what the developer's take on the RTS genre would be like. Resulting in an overly simple and somewhat frustrating experience. An RTS that lacks basic functions such as "attack move" and any sort of HUD with a very limited unit cap has to have some very innovative ideas to counter these problems. Posted: 2 March TLDR: While it's a brave move to go from making Tower Defence games to a real-time strategy (RTS) game, Iron Marines is too simple and too frustrating in places to make it fun and enjoyable.
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