Micro transactions
The only reason this game isn’t reaching it’s potential is greedy devs
Artificial difficulty
As a disclaimer: I beat the game and all DLCs on impossible. I write this review not due to a “skill issue”; I enjoy difficult games, and am a fan of the KR series for this reason. Overall this game is terribly balanced. The beginning levels, even on the hardest mode, are incredibly easy. Then there is a sudden switch in difficulty. Moreover this difficulty is completely fabricated: the enemies just become befeer and they start to disable your towers or troops. Furthermore many waves of flying or Aoe enemies come, and all of the free towers don’t do nearly enough damage to take them down. The result? You have to micro the heroes and barracks placements aggressively. I know this is part of the KR experiments in the previous installments, but there it was possible to beat the games without microing placements and “cheesing” enemies. Here, with default towers and heroes, not so much. The enemies don’t encourage much strategy of tower placements, the towers themselves are all too weak, the game is very poorly balanced and not fun to play. This is probably the second worst installment in the series, winning only over vengeance which had god awfully easy game.
Other comments:
1. the art is much worse than the original games. Everything looks childish.
2. The vengeance style towers idea is terrible. It destroys late game strategy and the kingdom rush flair. Also, having “pay to win” towers feels very sleezy.
Kingdom rush should instead:
A) return to four towers with two tower upgrades at the end. For more variety, add level towers like the dwarf towers in KR frontiers.
B) keep it at one hero per level (less micro) but add more heroes, and add spinning for heroes like a gambling system. Users can earn gems to spin for heroes or purchase them. Also heroes should level up in level so there is still late game strategy to hero placements.
If ironhide wants more monetization, they can make it so you spin for a hero, and next time you spin it overrides the old hero. You can maybe have 2 slots for spinning, with more available for purchase. Then users will be rncourgrd to use gems more, but heroes won’t feel pay to win, since you can unlock them for free (but with stronger heroes being more rare). That is all my comments.
To players: If you are looking for a good KR experience, don’t play this game. Play mods of OG KR like furious assault.
Other comments:
1. the art is much worse than the original games. Everything looks childish.
2. The vengeance style towers idea is terrible. It destroys late game strategy and the kingdom rush flair. Also, having “pay to win” towers feels very sleezy.
Kingdom rush should instead:
A) return to four towers with two tower upgrades at the end. For more variety, add level towers like the dwarf towers in KR frontiers.
B) keep it at one hero per level (less micro) but add more heroes, and add spinning for heroes like a gambling system. Users can earn gems to spin for heroes or purchase them. Also heroes should level up in level so there is still late game strategy to hero placements.
If ironhide wants more monetization, they can make it so you spin for a hero, and next time you spin it overrides the old hero. You can maybe have 2 slots for spinning, with more available for purchase. Then users will be rncourgrd to use gems more, but heroes won’t feel pay to win, since you can unlock them for free (but with stronger heroes being more rare). That is all my comments.
To players: If you are looking for a good KR experience, don’t play this game. Play mods of OG KR like furious assault.
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Can’t wait for the next game
Been playing kingdom rush since I was a kid on school computers, absolutely love this game and ironhide
Another KR <3
Title
Prices Are Too High
Its a good game like always but for a mobile game its starting to feel like these games are getting greedy now with all the towers and heros plus dlc being at least 50$ this isn’t Microsoft























