The world is well-crafted and visually gorgeous, especially for the tower defense genre. this means that they won’t be accessible that often you will have to plan and choose your advancements wisely. Card fusion is somewhat affordable given the rate that you earn money, but evolution and overall upgrades (which the game call talents) start at 500 and go into the thousands. The money on the other hand doesn’t seem to come nearly as easily with you only winning a few hundred silver coins on most levels. The stars come well enough and are awarded depending on your performance in battle, where you can earn a maximum of three stars per stage. The difference is that you won’t be dumping real-world money into these stores but both coinage and stars that you earn in battle. There are a variety of in game stores that you can access to upgrade different aspects of your collection. the game has the look, and almost feel, of a free-to-play / freemium title, including the awarding of daily prizes for playing the game. That is perhaps my single-biggest criticism of the game: it is very stingy with its currency. Money drives every upgrade and enhancement that you will discover in the game, and it doesn’t come easily. That is good too because you will be playing these levels a lot if you want to get the most out of your virtual card collection. It is a little easier to go back and replay a level or map 10-15 times considering that I can make minor (and sometimes major) tweaks to my arsenal in between each battle. Eventually, it will be come more affordable for you to upgrade existing towers versus building completely new ones.ĭespite my criticisms of what could-have-been, what is here works extremely well and works wonders to alleviate the monotony that normally accompanies the tower defense genre. This becomes key in the long run because the more towers that you build, the higher their resource price becomes. This is the process that adds the ability to upgrade your placed towers during battle upgrading them multiplies their attack power by a factor of 2 or 4. You can only evolve a wooden tower with another wooden tower, or whatever card is in question. The other option, evolution, requires duplicate cards. My level-5 wooden tower might perform drastically different than my friend’s, perhaps favoring range over raw, short-reaching power. Had there been a specific system or reasoning behind the stat alterations (maybe there is an I am just not seeing it), then there could have been an added element of personalization to the game. There aren’t specific cards that effect range or power, it is simply a “throw everything in”and hope for the best type scenario. As it stands now, you simply sack cards and hope for a marginal improvement of the stats. While I like having the ability to pump up my preferred cards, I wish that there was more of a method to the madness. This is pretty fun as different types of towers can be leveled up to different heights some cards may only allow for fusion up to level five while others may be 15 or 25. Fusing cards involves sacrificing unwanted cards, or those meant to enhance the fusion process, for the sake of boosting a card’s stats. When forging, you have two options: fuse and evolution. The key to your progression lies in the Forging system, which allows you to evolve and develop your card collection. The entire experience is about growing and expanding and this is meant in terms of both your card collection and each card’s individual powers. You have strict limitations on the number of cards that you can possess, as well as the number that you can take into battle, but that will all evolve over time as your progress through the adventure. Management of this collection and the abilities that they harness is the key to survival. Prime World adds a spin on that though by exchanging your usual towers with collectible cards.Īs you progress through this world, you will obtain a variety of cards, each representing different towers or abilities that you can use against the “touched”(what the game calls your enemies). That much is simple and the core experience of nearly every tower defense game in the genre. You set up towers that attack your enemies along the path to your base and hope that you can take them down before they reach their goal. The premise is simple: you have a base and you need to stop hordes of bad guys on the ground and in the air from reaching your base.
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