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Title: Blasted Fortress
Genre: Action, Casual, Indie
Developer:
Dapper Swine
Publisher:
Dapper Swine
Release Date: 20 Nov, 2013
English
blasted fortress. blasted fortress steam
So, what makes these kinds of games fun for me (Crush the Castle, Angry Birds, Some Math Game I Played During Elementary School That Wasn't Blocked), is seeing everything collapse after knocking down a pillar or taking out a wall. Though I also keep the objectives in mind, seeing a gigantic structure crumble to dust with just a few well-placed cannonballs\/dynamite\/boulders is what's fun about these games.
In Blasted Fortress, while the cannonballs are tied to physics, the fortresses aren't. Taking out an entire layer to a fortress does not split apart the roof and send it tumbling down, and taking out the bottom of a tower does not cause it to topple. Nothing moves, actually... no matter how much damage you do, every (intact) block stays exactly where it was at the beginning of the siege. This is my biggest complaint; it's taking away my reward. I don't give a\u2665\u2665\u2665\u2665\u2665\u2665about making money, or completing random levels, or completing minigames, or whatever other side content the game has to offer. I just want the fortress to be \u2665\u2665\u2665\u2665ing BLASTED.
As for all of the side content, it comes completely out of the blue after that short (but helpful) tutorial when you start a new game. It tells you how to shoot, how to block, and where to go if you want to do more shooting and blocking, but for minigames, passive income, monster hunting(?), voodoo magic, penalty blocks (and different block types in general), and whatever else I missed in the ten minutes I played, you're going to have to read a few tooltips. Thankfully, the UI design doesn't make this very hard. Developer, if you're reading this, I would suggest broadening the tutorial a little bit, or have a very tiny tutorial compaign to explain a few more details before the player is thrust into the town screen. Having so much information thrust in front of me at once turned me off from the game more than it excited me.
I won't nitpick any more than this, but really, it should be more like what it's inspired by... Angry Birds.. So, what makes these kinds of games fun for me (Crush the Castle, Angry Birds, Some Math Game I Played During Elementary School That Wasn't Blocked), is seeing everything collapse after knocking down a pillar or taking out a wall. Though I also keep the objectives in mind, seeing a gigantic structure crumble to dust with just a few well-placed cannonballs/dynamite/boulders is what's fun about these games.
In Blasted Fortress, while the cannonballs are tied to physics, the fortresses aren't. Taking out an entire layer to a fortress does not split apart the roof and send it tumbling down, and taking out the bottom of a tower does not cause it to topple. Nothing moves, actually... no matter how much damage you do, every (intact) block stays exactly where it was at the beginning of the siege. This is my biggest complaint; it's taking away my reward. I don't give a♥♥♥♥♥♥about making money, or completing random levels, or completing minigames, or whatever other side content the game has to offer. I just want the fortress to be ♥♥♥♥ing BLASTED.
As for all of the side content, it comes completely out of the blue after that short (but helpful) tutorial when you start a new game. It tells you how to shoot, how to block, and where to go if you want to do more shooting and blocking, but for minigames, passive income, monster hunting(?), voodoo magic, penalty blocks (and different block types in general), and whatever else I missed in the ten minutes I played, you're going to have to read a few tooltips. Thankfully, the UI design doesn't make this very hard. Developer, if you're reading this, I would suggest broadening the tutorial a little bit, or have a very tiny tutorial compaign to explain a few more details before the player is thrust into the town screen. Having so much information thrust in front of me at once turned me off from the game more than it excited me.
I won't nitpick any more than this, but really, it should be more like what it's inspired by... Angry Birds.
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