Main game
3.50 average rating based on 2 ratings
This is a neat little tower defense game that's on the shorter side at the time of this review but also inexpensive so I didn't mind that.
There aren't many towers (only 3) but their diversity comes from equipment builds and extensive skill trees that you slowly build up in between missions.
One of the only downsides I have come from those skill trees, I really enjoyed unlocking them and once I got good enough at the game to get dozens of skill points per match I felt like I was making incredible progress...until I realized that you can only fill 1 units skill tree and get another to around half progress (basically ignoring the third). I understand the concept that you move around the skill tree builds but there aren't really enough missions for that so ultimately it's really just "pick your favorite unit and spam those". Maybe instead of the big skill webs they should have exclusive branches? Like for archers you can take perks in fire damage or poison damage but not both, so it's more build focused that way. Just a thought.
Also there was 1 boss (the floating eye) that was super over-tuned imo and …
This is a neat little tower defense game that's on the shorter side at the time of this review but also inexpensive so I didn't mind that.
There aren't many towers (only 3) but their diversity comes from equipment builds and extensive skill trees that you slowly build up in between missions.
One of the only downsides I have come from those skill trees, I really enjoyed unlocking them and once I got good enough at the game to get dozens of skill points per match I felt like I was making incredible progress...until I realized that you can only fill 1 units skill tree and get another to around half progress (basically ignoring the third). I understand the concept that you move around the skill tree builds but there aren't really enough missions for that so ultimately it's really just "pick your favorite unit and spam those". Maybe instead of the big skill webs they should have exclusive branches? Like for archers you can take perks in fire damage or poison damage but not both, so it's more build focused that way. Just a thought.
Also there was 1 boss (the floating eye) that was super over-tuned imo and required me to go grind for more perks and look up good builds to get past it, just the mission right after which is the final boss right now, was a cakewalk.
I don't want to come off as overly negative though, the core here is super good and has a great future ahead of it with more support. The item upgrade system of stacking lower level versions to make higher tiers combined with the ability to swap out gear for equal gear of a different type on a cool-down is such a fun combo and makes the missions incredibly fun. The game also looks great and uses its pixel graphics really well, it almost reminds me of early 2 The score could definitely go up with some tweaking and some more content.
3.5 / 5 Stars
11 hours - I'm always amazed when a single developer makes a game, and the creator (Cakez) seems genuinely appreciative of the game's success and open to feedback. Awesome story, you can't help but root for the guy.
I've played more than my fair share of Tower Defense games, but I'm still quite picky about what types I like. Tangy TD is very close to being a great one, but a few shortcomings knock it down to just a good one for me.
I'll start with the positives - great look and great music. I know pixel-indie art is overdone, but when it looks like this, do I care? Animations are smooth, all the weapons and armor show up on your units and there's a great variety of enemies. The skill tree is one of the most impressive ones I've seen in a Tower Defense, this is really the star of the show. The loop of getting skill points, distributing them to your heart's content and immediately seeing the impact of your choices feels meaningful and addictive. Nicely done.
It's also cool to have units as Towers. I just saw this in Defender's Quest but here you can move them, …
11 hours - I'm always amazed when a single developer makes a game, and the creator (Cakez) seems genuinely appreciative of the game's success and open to feedback. Awesome story, you can't help but root for the guy.
I've played more than my fair share of Tower Defense games, but I'm still quite picky about what types I like. Tangy TD is very close to being a great one, but a few shortcomings knock it down to just a good one for me.
I'll start with the positives - great look and great music. I know pixel-indie art is overdone, but when it looks like this, do I care? Animations are smooth, all the weapons and armor show up on your units and there's a great variety of enemies. The skill tree is one of the most impressive ones I've seen in a Tower Defense, this is really the star of the show. The loop of getting skill points, distributing them to your heart's content and immediately seeing the impact of your choices feels meaningful and addictive. Nicely done.
It's also cool to have units as Towers. I just saw this in Defender's Quest but here you can move them, and equip them mid-run with weapons, armor and accessories. Alongside controlling a hero yourself, this is the game's signature and it's a well thought out process.
The maps also have a nice variety of challenge and choke points, alongside beneficial environmental platforms. Really cool.
Let's get to the negatives.
For one, it's way too difficult and way too grindy. I played for over 11 hours and beat a total of 7 levels. Bosses are enormously difficult and the game will push you, hard, to get 3 stars. Without a podcast or YouTube to watch on my second screen, I would have bailed way sooner.
Secondly, the RNG tree for equipment is a mostly interesting risk/reward but when you come across enemies where you NEED specific equipment to see them (like the Ghosts) but you just don't get it, no matter how many times you re-roll (which costs you vital currency!), then you're completely hooped. This is maddening and I can't help but think how much better the game would be with a 4th unit that can reveal stealth units.
Finally, when I have an army of warriors, archers and mages and I just snagged a terrific item I need a better way to see which units are and aren't already equipped. Something like a button that would pop up every unit's equipment boxes would be a godsend, instead I have to individually click through each one.
I hope I'm not sounding too harsh. If the difficulty was nerfed a bit (I'm just not an "endless" kind of Tower Defense player) and added a few more quality of life updates I would easily bump it to a 4/5.