Angry Shapes RTS vs Five Elements Tower Defense
Price, ratings, monetisation and update history for both games, side by side ā with what reviewers say about each.
Angry Shapes RTS
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There is no move order in Angry Shapes RTS. You take hold of one of your own shapes, drag, and let go. It flies the way you dragged, coasts to a stop, and where it stops is the order. Land a worker on an energy node and it starts capturing. Land it beside an unfinished building and it picks up the work. Land a soldier within reach of something hostile and it opens fire. Nothing else is issued. You do not command this army. You aim it. THE FLICK Drag further and it flies harder, up to a cap. A full-power flick carries a shape about a thirteenth of the map and takes a second to coast to a stop. Shapes bounce off the edge at half speed, and the heavy is too massive to reach full range in one pull. Select twenty shapes and all twenty launch on the same vector. The camera rides the first one out. The whole control scheme: tap to select, hold and drag to group, drag a shape to launch it, drag open ground to pan, pinch to zoom. THE CHAIN IS THE ECONOMY Every two seconds you earn 1 energy, plus 3 for each captured node that still holds an unbroken chain home. Captured nodes relay that chain themselves; repeaters bridge the gaps wider than 400 units, and a repeater has 100 hit points against a base's 1000. Cut one link and everything behind it stops paying. Expand too quickly and your network breaks. Wait too long and the enemy owns the geometry of the fight. Defense draws on the same pool. A tower spends 3 energy every time it fires, and with nothing left to spend it does not shoot. Every shot fired at home is a node not taken. Fog of war is live in every skirmish. You see what your units, buildings and captured nodes see, and nothing else. TWENTY AUTHORED MISSIONS New players begin with 00 Basics, an extra guided lesson with no enemy or time limit. Learn to move a worker, capture energy nodes and connect them to your base before the ten Training missions. Ten Training missions across three acts, CONNECT, COMMAND and CONQUER, teach one law each: POWER LINE, CUT THE WIRE, OVERRUN, PAY PER SHOT, THREE SOLDIERS, WORKER DOWN, MAJORITY, SQUARE LAW, BEFORE FOUR, THE RECORD. Ten Challenges set harder problems: LAST ARMY, AIRMAIL, BLACKOUT, THE STEAL, NO SPARES, THE NOOSE, LOST CAUSE, KILL BOX, LAST LIGHT, FULL CIRCLE. Each of the twenty missions carries an objective, a constraint and a medal target: fifteen targets are a clock, as tight as 45 seconds, five are a count to hold. Each keeps your best and your attempts. The two ladders are independent, so Challenges never wait on Training. BATTLE Pick Circles, Squares or Triangles against Rookie, Veteran or Elite. Ten minutes is the ceiling, not the average: the clock stops the moment a base falls. The factions are measured, not decorative. Squares carry 1.3x health at 0.7x speed, triangles 1.2x attack at 0.8x health. Elite reacts with no delay and moves its whole army at once; Rookie carries a fifteen-tick delay, moves one unit at a time and holds its attack for seven minutes. The opponent re-scores its strategy as the match runs and may change plan every fifteen seconds. Destroy the enemy base, or hold more nodes when the clock runs out. A tie on nodes falls to stored energy, an exact tie to the opponent. BLACK AND WHITE No color anywhere. Black ink, white paper, gray between them. Units, buildings, threat and territory are told apart by shape, line, scale and motion, never hue. ONE BOARD, ONE GAME The Game Center board ranks the fastest win, so it takes only wins made under the same rules: an Elite skirmish victory, or the final Training mission THE RECORD. A Rookie clock would beat an Elite one every time, and a board that mixed them would rank nothing. The match itself needs no connection at all. No ads, no in-app purchases, no account to create. Sound is generated as it plays, eleven cues with no audio files and no music, and switches off in Settings or the pause card. Drag one, let go, and see where it lands.
Five Elements Tower Defense
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Five Elements Tower Defense is built around one idea: every tower and every enemy belongs to an element, and the matchup decides the fight. METAL CUTS WOOD. WOOD DRAINS EARTH. Metal beats Wood, Wood beats Earth, Earth beats Water, Water beats Fire, Fire beats Metal. Attack the element you counter and you deal 1.5x damage. Attack the element that counters you and you drop to 0.7x. Elementless enemies ignore the cycle entirely ā those you beat with position and timing instead. Each element brings its own effect from tier 1: Metal shreds armor, Wood poisons straight through it, Water freezes and slows, Fire burns, Earth stuns and empowers the towers around it. BUILD, UPGRADE, SPECIALIZE Eight tower types, three tiers each. At max tier every tower forks into one of two specializations ā a permanent choice you cannot undo, so read the wave ahead before you commit. Selling refunds 60% of everything you put into that tower. KNOW WHAT IS COMING Twelve enemy types and six bosses. Armored enemies shrug off raw damage. Regenerators heal back what you cannot finish. Flyers ignore your maze and cross in a straight line. Splitters become two enemies when they die. Bosses shield themselves, summon escorts, or disable every tower in a radius, and enraged enemies cancel your elemental advantage outright. The next-wave preview shows exactly what is coming, and warns you when nothing you own can shoot at flyers. COMMAND THE FIELD YOURSELF Send a controllable hero anywhere on the map to body-block a lane. Your hero levels up during the run and revives at the rally point after falling. Recruit soldiers to hold a chokepoint. Call in an artillery strike on the densest cluster, or an Iron Curtain that drops every enemy on the field to a third of their speed. 23 MAPS, FIVE REGIONS, ONE ENDLESS ARENA Grassland, frost, ash, shadow and void, each with its own tileset and its own boss. Every campaign map is scored 1 to 3 stars on the lives you keep. Clear it, then unlock Heroic (tougher enemies, half the lives) and Iron (a single life, waves that never stop). Then step into the Endless Arena, where all six bosses rotate and the only question is how long you last. Global leaderboard included. SPEND YOUR STARS Stars buy six permanent talents: damage, gold income, starting lives, starting gold, skill cooldown and hero power. Prices climb, and there are never enough stars for all of them, so you commit to a direction ā then refund and rebuild whenever you want. ALSO INCLUDED ⢠Daily challenges that pay out mid-run ⢠Achievements and lifetime stats ⢠Cloud save across your devices ⢠15 languages, right-to-left included ⢠Colorblind mode that recolors enemies and interface alike ⢠Fast-forward, auto-wave, pinch to zoom, four targeting modes per tower ⢠Plays offline ā the game never blocks on the network Place the right tower. Hold the line.
Screenshots
Verdict
The clearest difference is device support: Five Elements Tower Defense at 3 against Angry Shapes RTS's 1. On price, ads, in-app purchases and iOS requirement there is nothing between them.
Scored on Price Ā· Rating Ā· Positive reviews Ā· Number of ratings Ā· Update frequency Ā· Ads Ā· In-app purchases Ā· Monetization Ā· Best chart rank Ā· Devices Ā· Requires iOS
Both are free to download. Neither carries in-app purchases, so what you see is what you pay.
| Parameter | Angry Shapes RTS | Five Elements Tower Defense |
|---|---|---|
| Price | Free | Free |
| Update frequency | Every 3 weeks | ā |
| Ads | No | No |
| In-app purchases | No | No |
| Devices | iPhone | iPhone, iPad, iPod ā better |
| Requires iOS | 16.4 | 15.0 ā better |
| Further details ā not scored | ||
| Size | 11 MB | 72 MB |
| Age rating | 12+ | 4+ |
| Developer | Maksim Kavalchuk | Viet Anh Nguyen |
In-app purchases
Angry Shapes RTS
No in-app purchases
Five Elements Tower Defense
No in-app purchases
Questions
Is Angry Shapes RTS free?
Is Five Elements Tower Defense free?
Do Angry Shapes RTS or Five Elements Tower Defense have ads?
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