To tackle all these levels, you’re looking at over thirty distinct traps, each of which has several levels of upgrades. When you’re all done with those, the game will also generate more levels for you procedurally–and given the inherent unpredictability of the game’s basic design, these can be almost as much fun as the crafted maps. There are also unlocks located directly on the maps that require some creative trap placement to blast open. Each map also has several bonus objectives, like avoiding any damage or completing the map in a time limit, which are occasionally mutually exclusive, requiring multiple, wildly different approaches to clear each map completely and unlock everything. These runes grant you bonus experience points in exchange for increasing the speed, number, or ferocity of the minions you’ll face. You can control the difficulty of each of these levels by putting buffs or restrictions down with ‘runes’ you pick up through the game. Let’s start with just the 60 difficult and distinct levels you’ll want to work your way through. Although the different environments are largely just palette swaps without gameplay effect, those switched pixels do a lot of work in building the game’s atmosphere.ĭungeon Warfare II is also massive. It’s not just lanes and minions and towers, it’s demon-haunted tombs and lost jungle temples and abandoned ghostly mineshafts. On top of this, you’ll have to compensate when your plans inevitably go awry.Īll this tile-based complexity means that what Dungeon Warfare does really well is give the player a strong sense of place. It’s not simply a matter of spotting and defending choke points, but finding places where your traps can work in concert to multiply their efficacy, predicting the movements of the minions, preparing for new paths to open, and managing your budget. Mine carts can do a lot of the work of running down heroes for you, but will also occasionally detonate a load of dynamite in the worst possible place.Įach map then becomes something of a puzzle. Doors offer choke points but sometimes also shortcuts. Walls move, crushing some mobs to death but also opening up new paths for your enemies. The map itself is also frequently not your friend. You can’t sleep on Dungeon Warfare II or you’ll quickly find your best-laid plans blown up with a mass of dwarven bombers. What’s more, other mobs will zipline over pits or build bridges across them. On the other hand, those pesky heroes also have some tricks up their sleeves, since some tiles can be destroyed, whether by errant missiles or the deliberate efforts of minion miners who tear apart your carefully constructed mazes. The changing maps are partly on you: the most useful trap you can lay is the basic barrier, which mobs avoid like the plague even if it means running your gauntlet of spinning blades and axes instead. The environments in Dungeon Warfare II are often quite mercurial. This game takes the classic Dungeon Keeper theme and builds on it with open, tile-based construction and extremely physical traps. Why should you just pelt your enemies with arrows when you can hurl them into bottomless pits, smash them against walls, or drag them apart with harpoons? Dungeon Warfare II has a surprisingly robust physics system for a game made of such tiny pixels, and one of the greatest joys in the game is sending a whole row of armor clad knights to the bottom of a river with a row of push traps.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |