An interesting and thought-provoking guide, just one thing I wonder about is splitting the mobs up when using meteor potions. If you split the mobs up then the archers will do more damage, but you won't be able to meteor pot all the blazes at once. I still want to experiment with meteor pots some more to figure out how they work exactly.
I try to make my guide as thought provoking as I can, while introducing concepts and ideas that I've developed as a tower defense player. This is not my first tower defense game, and it's certainly... without a doubt, not my first game where I poured as much thought into it as I could. I think my section might actually mention
types of tower defense games, but I might not at the same time. It appears that Cubecraft doesn't like the idea of advertisement, and while I wouldn't be advertising, I would need to give examples of other games to illustrate my ideas. I like Cubecraft's Tower Defence
far more than any Tower Defence game that I've ever played. There's a very unique balance to the game, and I don't feel that there's a single type of offense that can't be beaten, although there are certainly tough situations. As long as you and your team manage resources delicately, you can triumph, There are so many concepts in the game and situations that arise and the number of towers and mobs isn't overwhelmingly high, or too low really. The way you can build your income by getting goldmine and the emphasis on effective tower placement makes this this one of my all-time favorite games. It's kept me playing for over 1000 matches, and that's more than any other tower defense game by a long shot. I only want to mention different types of tower defense games only because I feel it would strengthen the intuition of my readers.
As far as key aspects to a good game goes, the following are among my favorites: (An example or idea related to it is displayed next to the aspect, in parenthesis.)
- Building income effectively (as with goldmine)
- Placing effectively for as long as you can (as with critical tower spots)
- Keeping the other team's income in mind (as their income affects their defense, offense, and can even contribute to your team's income)
- Finding effective counter-measures for enemies (like sorcerer towers preventing tower loss)
- The constant evaluation of defense (constantly asking yourself "What are we missing?" or "What could get passed us?")
- Keeping communication between you and your team when something happens (like announcing when the other team sends a giant, so that everyone can act accordingly)
- Sharing what you know with your friends in order to help them become better players, or become more aware (because their actions, as with yours, are meaningful)
- Finding quirks and being aware of them (towers under bridges can hit enemies on top of the bridges, given that the tower's range is high enough)
I even enjoy typing about the game as I do in my guide posts, because there's a certain feeling that comes with explaining ideas. I'm tempted to play this game whether it's on my better days, or my worst. Cubecraft's Tower Defence is truly amazing, at least in my opinion.