![]() ![]() ![]() There are a variety of new towers across all three types, additional defense systems, and a more robust upgrade system fueled by the in-game currency. There’s also a lot more variety in terms of maps, with a lot more maps that focus on tower selection and placement rather than the standard ‘lane-building’ open world maps that the original used. Otherwise, TowerMadness 2 sees a standard bump in visual quality that is expected with a game whose predecessor is almost half a decade old. A decent replay system also adds some replayability. Similar to my gameplay comments above, I felt the sequel additions to be pretty standard with little in terms of surprises.Įach of the game’s regions (four in total) also add environmental aspects to consider. ![]() I don’t think the environmental quirks substantially change the strategies that need to be employed, but they’re interesting nonetheless and act as one of the few areas that offers something new that I haven’t really seen before.įor example, the game’s ‘desert’ region makes all your towers overheat, forcing them to pause for a few seconds as they recover from overheating (and encourages greater placement of towers vice pouring resources into less towers). The difficulty in this sequel also seems to be turned down with a greater emphasis on the game’s other modes in order to satisfy any challenge. Alas, I think the game’s main campaign is almost too easy, but leaderboards (based on completion times) and an ability to manually push enemy waves faster allow players (which in turn lead to faster completion times) to challenge themselves within the campaign. ![]()
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