Its interesting seeing all of the They-Are-Billions-like games now coming out (Conan: Unconquered, Age of Darkness, Diplomacy is not an Option, also kind of Mindustry and Riftbreaker). They feel like a riff on tower defense games but also owe a fair bit of DNA to Stronghold.
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Maybe I should add a primer on some of the principles of historical defense design to the to-do list for the blog at some point (though I'd probably keep it restricted to the European tradition for the sake of my sanity).
Näytä tämä ketjuKiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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I'm tempted to speculate that this is also because "success, with difficult to replace losses" is treated as a failure mode by most gamers, whereas it's something that's simply planned for when the alternative is a total loss. Then when the other way feels more fun, you see more.
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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