Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
During the early stages of KRF and KRO when we couldn't use anything like Boneheart or Wilbur, I'll admit that the games were super challenging. In fact, when I played Frontiers on Flash many years ago, I actually got stuck on Crimson Valley, though in retrospect I don't think that stage is too difficult.
Still the point stands that previous KR games were much harder. Don't get me wrong, Alliance and Vengeance still have really difficult bits in them, though a lot of them are unfortunately random tower-destroying BS like Abominor and his legion of trained hydras. In fact, I haven't even beaten that level at all yet.
But back to my main point, getting stars from challenges balanced out this challenge, allowing us to get max upgrades quick if we braved more challenging levels. Reintroducing this mechanic into our hypothetical KR6, along with changes to balancing to make the games more difficult, (not through flying enemy and hydra spam) would be highly beneficiary.
One flaw in this system that I will point out though, is that even in KR1-3, you wouldn't get any stars or extra upgrades once you completed the initial tree, something you could do relatively quickly just by completing Iron or Heroic challenges. Therefore I would suggest that Ironhide implements a system where extra stars can be used for other purposes. You might be able to convert them into hero XP, use them to apply small permanent buffs to your towers, (like you might find in a rougelike) or even buy cosmetics for your towers and heroes. That would give us good motivation to complete these challenges, for the endgame player who is the best of the best, and the new General as well.
Tl;dr, I hate hydras.
This game is made to make money so a wider audience is a good thing for the game and its devs while a small hardcore fanbase is nice but irrelevant.
That means a game that is for the most part easy so that "casual gamers" can beat it with a little bit of work is the right decision to make as is (as much as I hate it) the selling of stronger characters and towers.
Hardcore fans/gamers that want a real challange are not the audience of a game that focusses on the mobile market first and everything else second especially not if its an indie game that has to care about funding.
These games are fun little nostalgia-trips and thats worth the money for me but I don´t think you will be happy if you expect the franchise to make a hard turn to cater to long-time fans.
You speak the truth. I actually didn't think about it from that aspect. I see myself as an optimistic KR fan, even if KRA pushed me onto a tipping point of being alienated. I guess I should focus my energy somewhere else. Thanks for waking me up.
Now I feel like I destroyed your fun... sorry for that I hope you still have a nice day.
What makes a stage difficult in KR1, and what makes a stage difficult in KRA, are for entirely different reasons. OG trilogy, KRV and KRA all play wildly different from each other.
OG trilogy established the series standard. Even early/mid-campaign challenges can be seriously hard due to upgrade limitations. What I especially love about OG trilogy is that enemy waves don't have path indicators like in KRV/KRA - this greatly contributes to the trilogy's puzzle approach and difficulty. This is where a lot of the trilogy's fun comes from: not knowing the enemies' exact path. So you have to observe enemy movements and adapt. Surprises can lead to several restarts. I remember when I replayed KR1 last year in anticipation of KRA, I had the most fun in the Curse of Castle Blackburn mini-campaign, because of the atmosphere and pure epicness. The stages Ancient Necropolis and Castle Blackburn have open-ended designs, enemies can come from anywhere and go for any exit. That was fun! I had a big smile on my face. It felt like peak Kingdom Rush right there. If there ever is a poll for best mini-campaign in the KR series, my vote will go to Curse of Castle Blackburn in a heartbeat.
With KRV the series went in a radically different direction, with a laidback LEGO approach: you are given lots of pieces (towers and skills) and you can build from those whatever you want (tower setups/builds). I'm sure this was done to appeal to a younger audience and that would explain the absence of real strategy and brutal difficulty.
Then KRA went in a third direction, with micromanagement galore due to the dual hero system, to the point of being RTS-lite. I don't play KR for hectic action. I play KR to relax and think. My head actually hurt after completing the third act of KRA on Impossible. This is why I prefer the emphasis on towers and the puzzle approach in OG trilogy.
Nitpick but more like duology, Origins is noticeably a step back from Frontiers and in general I'd call it the worst game in the series now with how much KRV has improved. Bad tower balance, overpowered Lightning spell, everything dealing true damage, towers being particularly spammable (arcane archers with bleeds and the barracks). KRA in a way feels like what Origins wanted to be but with better execution.
Path Indicators are pretty much just QoL and the games are better with them. Making the game skew ever so slightly closer to trial & error isn't a good thing. You should be able to know what's coming and prepare for it through the strategy aspect of the game, that's why we have info cards and wave previews. The games would be badly designed if waves were hidden & there was no info cards.
KRV's tower system isn't mutually exclusive with difficulty and strategy. Old KRV in particular felt like it had little strategy due to the bad balance of the game for the longest time. And it was "easy" due to a combination of poorly crafted enemies & wave design in the third Main campaign area as well as how abusable the bad tower balance was.
Yeah I'm also not a fan of KRA leaning towards being an actual RTS. The relatively lower gold for towers is my least favorite aspect of the game by far, but at least the balance and level design are consistently above average this time around, so it makes up for it.
I would rate the KR games in the order of release. I'm probably looking at OG trilogy through rose-tinted glasses, so there's that. Your points about KRO are completely valid. On Casual you can win the entire campaign by just spamming Arcane Archers, and a few barracks here and there (which IS ridiculous). But on Impossible you have to actually use the other towers. I prefer the flash graphics of OG trilogy rather than the overly cartoonish look of KRV and KRA.
I personally love the trial and error. In the example above with Ancient Necropolis, there are times when an abomination walks on the upper lane, and just when I expected it would go for the upper lane exit, it decides go for the lower lane exit xD I love it when that happens. I love the ambiguity when an enemy reaches a junction and where it will go from there. Love it and can't help it. We all get our dopamine in different ways.
And now that you're here, what would you like in KR6? I looked at that other thread I started, and I found this in a comment from you "I already dislike the lesser focus on towers compared to heroes & spells including reinforcements now having 3 units". Sounds like reinforcements should go back to being two, and just stay at two xD
that is all
I also like heroes (and two heroes) and being able or required to manage them more to win. It makes is way way more interesting than just setting towers down and drinking a coke with your hands off the keyboard as the enemy streams in. I want to be kept on my toes. I want to in real time be required to react. I mean not too super much, because it is a tower defense game after all, but they found a good balance I think.
I'm very happy with this newest release. I love all the tower variety. It all keeps me engaged.
I'd just like way more levels of course. I don't mind paying more for DLC. I think this game is a great value. And I'd like them to keep making more.
I agree with the stars and challenges. It was odd they changed that. I was happy with how it was before or could be improved. Make stars and challenges matter more. Make me go back and finish those other challenges before I can progress because I need more stars and upgrades.
I think they have been doing great on locations. But of course more variety is always good and fresh ideas.
Overall this was a solid entertaining release. I just want more of it though and I want the challenges to matter more because I feel less compelled to finish those now. Overall they did a great job on this release though.