Sort of related to the previous point, it feels like the three active abilities kind of dominate the gameplay in place of building the right towers in the right places.This led me to suspect that the game is pushing micro-transactions. In the other three games, I could pretty much play through on normal from beginning to end beating each mission without letting anyone through without too much trouble (I would restart the mission in the first few seconds if I didn't like my tower layout, but otherwise basically my first try). I know a lot of people are going to disagree with this, but it seems to be drastically more difficult than the other three games, especially in the early missions.I think this is related to the zoomed out issue, where the hit box for the button is smaller so I tend to not tap it when I intend to. The "Incoming Wave" button seems to be less responsive.The plots for building towers are too small. This drives me nuts, since I tend to start over a lot if I don't like how I positioned my towers, or if I let one enemy through. I despise the fact that there are a few seconds of un-skippable dialogue at the beginnings of missions.I'll never pay for the microtransactions, because I don't find them fun, but I'm happy to support the company by buying the games.īut there are a bunch of things that turn me off about the game and they are a little tough to identify and articulate. I love these games, and have bought all of them for PC. I think these are excellent design decisions. I like the concept of having five towers which are pre-specialized. ![]() To start off, there are some things I really like about KR: Vengeance.
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