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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One thing that strikes me is how it seems like a deliberate shift from a more difficult design problem to an easier one. Older TD games were about defense-in-depth via mazing, but the TaB-likes generally focus on hard-stop perimeter defenses.
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Vastauksena käyttäjälle @BretDevereaux
For what it's worth, pathfinding-type games aren't hard, and eliminating it doesn't particularly make game design easier. Just plugin in an A* search algorithm, boom, good enough for a tower design game.
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The tricky thing with maze games is creating interesting sequencing problems so it isn't just making the longest maze. Defense Grid did this well: some towers applied DoT effects, other stripped shields. Optimal design meant prepping waves before they hit the killbox.
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