Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts
Now, while all the gaming community are waiting for the release of Kingdom Rush: Frontiers, let’s remind how back in 2011 the product of small Uruguay studio made a major breakthrough in the tower defense standards and became the best game of the year.

Since the very first seconds of the game its graphics catch the player’s attention. The main menu depicts the scene of epic battle. Orcs are trying to break through the human defenses, but they are facing brave paladins, barbarians and archers. At the same time gargoyles’ air strike is countered by the wizards battle spells and dwarven rockets. This all inspires us to get to the action quicker.

Do you remember “Alice in Wonderland”? The massive marching armies of playing cards? It seems to be interesting to command such an army in a computer game, doesn’t it?

If your answer is positive, you’ll surely like Cards Wars, recently released turn-based strategy. It features playing cards as soldiers. They fight for control over the provinces, like in Risk. But the game has a few extra dimensions, providing the unique experience for the player.
Since the dawn of the mankind, war is the eternal companion of the civilization. Just remember the Egyptian war chariots, Roman legions, Crusades, various conquests and revolutions. This fact is reflected in the Age of War strategy game.

This game is the representative of another strategy sub-genre, let’s call it linear combat. There are two bases on the opposite sides of the screen. They produce units, which then attack the enemy base and all the enemy units they meet on their way. The player doesn’t control the army since it’s in the field. His functions are to define the troops building order, to place the turrets on the base and to use the special weapon.

Another successful flash game in the micro-world setting is Tentacle Wars strategy. It somehow implements the principle of sending the troops from your bases to conquer the enemies, but creatively alters it.

The colony of bacteria can stretch a tentacle, the length of which is determined by the colony's population. When the tentacle touches the enemy colony, the battle begins. The enemy can counter-attack sending his tentacle to stop yours. Both sides then will steadily loose their population, and the one who can stand the higher attrition, wins.
I clearly remember that evening before the new year 2010 when I read Badim's post bout flash game development and monetization. There he told about JohnnyK's successful cannon series and about his own achievements. As I learnt later, reading of this post became the starting point for many Russian-speaking flash developers.

Among other statements there was a link to Badim's game Elite Forces: Clone Wars, which, he claimed, was made in less than 14 hours. I visited the link and didn't stop until I finished the last level.
Can a great game be made within a few weeks? The answer is definitely yes, and the game King of the Rocks proves it. Exactly two weeks spent indie developer Massagames to create this addictive strategy game.

The game takes place in the world where people live on the tops of the mountains, far above the clouds. Some of the mountains even float. To reach the nearby settlements the squadrons of baloons are used. He who builds the largest army and conquers the neighbours becomes the King of the Rocks.

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