It took a long time to find a vision that worked. 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. We did have a few “false starts” with TowerMadness 2, though. 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. In the years that went by, we developed and released Nuts! and Zombie Gunship. 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. 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. We spent a lot of time making them come to life with dialogue and sophisticated animation. 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. They were too perfect to toss out!Īnother big departure from the original was our emphasis on adding characters to the game. Oh, just two things – the muzzle flashes and the lock icons are the same. A revolutionary new 3D engine, brand new art, sound I don’t really think anything carried over from the original. We wanted to do significant new things and had to completely overhaul the platform in order to evolve to the next step. At some point though, we had to draw the line. 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. There were 20 updates, and tons of towers, enemies, environments, and features added. 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. IPad owners, check out "TowerMadness HD" for the Pocket Gamer Readers' Choice iPad Game of the Year Award winning version of this game.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. Replays let you learn new strategies or share your games with the world through Twitter, Facebook, or email. Global leaderboards, Game Center achievements, and Friend Scores so you can compare scores with your friends and the millions of players worldwide. Think fast to defeat the 17 different types of alien enemies intent on stealing your sheep.Įndless mode lets you see how many waves you can withstand. Over 100 maps in diverse environments (35 available as expansion map packs). Play from an aerial view or zoom down to first person and get close to the action. FINALIST, Pocket Gamer Awards, Best Strategy/Simulation Game.WINNER, Best App Ever Awards, Best Strategy Game."It would be madness to miss this comes highly recommended." "If you’re a fan of Tower Defense games, do yourself a huge favor and check out TowerMadness." There are plenty of tower defense strategy games out there, but TowerMadness brings the genre to a new level." 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.
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