![]() ![]() ![]() TowerMadness Zero is a FULLY FEATURED, ad-supported version of TowerMadness. The sequel to the hit tower protection technique journey TowerMadness is lastly right here.TowerMadness Zero - Evil aliens are coming to turn your beloved sheep into intergalactic scarves! Protect the flock using only quick thinking and the arsenal of upgradeable weaponry at your disposal. Cloud Saved Video games with Google Play.Xen the shopkeeper presents you particular offers on the newest alien weapon know-how.16 totally different alien enemies with distinctive skills and weaknesses.9 highly effective towers, together with a rail gun, missile launcher, plasma gun, stun gun.7 campaigns on various environments, every with distinctive gameplay challenges.OPTIMIZED FOR A WIDE RANGE OF TABLETS AND PHONES Shield your flock utilizing fast considering and an arsenal of superior TD weapons. Sport Controllers! Play the sport with a gamepad for console-like tower protection gaming expertise.Following the surprise release of TowerMadness 2 last week we thought it was the ideal time to find out more about Limbic Software's latest title, learn about some of the design process behind it, and discover just how it came to be.Compete with your pals to see who has the quickest time on the leaderboards! Who has probably the most ability to put towers?.Save your towers and progress, restore it on different units. What better font of knowledge than that of Co-Founder and CEO, Arash Kesmirian? We caught up with him to find the answers to our questions and more.ġ48Apps: What made you decide to release a whole new game rather than update the original TowerMadness?Īrash Keshmirian (AK): We’ve been building on the original TowerMadness for nearly five years now it went from having only four simple maps to over a hundred. There were 20 updates, and tons of towers, enemies, environments, and features added. I think this was a big part of why that game was a success – we kept it alive, listened to fans, and added more and more. At some point though, we had to draw the line. We wanted to do significant new things and had to completely overhaul the platform in order to evolve to the next step. A revolutionary new 3D engine, brand new art, sound I don’t really think anything carried over from the original. Oh, just two things – the muzzle flashes and the lock icons are the same. They were too perfect to toss out!Īnother big departure from the original was our emphasis on adding characters to the game. So far there are two – Bo, a brave ram that defends your sheep against the first intruders into the flock and helps beginning players, and Xen, an old, wise, friendly alien that runs the tower laboratory to help you defeat the evil aliens. We spent a lot of time making them come to life with dialogue and sophisticated animation. Our hope is to connect players with the game’s world in a deeper way than before, and we added some little surprises to this effect too, like funny descriptions for all the alien types:ġ48Apps: It's been 3 and a half years since the first title was released, how come there was such a significant gap between the releases?ĪK: Well, because of the constant updates to TowerMadness 1 we didn’t really feel like there was a “gap” for players. But in terms of releases, we had to go explore other ideas and grow creatively before we were ready to come back to TowerMadness and make a proper sequel. In the years that went by, we developed and released Nuts! and Zombie Gunship. We’ve been fortunate to see them grow into massive franchises of their own, and each appeals to a different group of players with different expectations from games. We did have a few “false starts” with TowerMadness 2, though. We’ve gone through a fair number of rejected design doc ideas that we ultimately decided would be too different, hard to play, or just not that fun. It took a long time to find a vision that worked. ![]()
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