It's nice that they offer a demo of it. I think this is something often lacking in a lot of new games. I like having an opportunity to try a game to see if I like it before purchasing it. When...
It's nice that they offer a demo of it. I think this is something often lacking in a lot of new games. I like having an opportunity to try a game to see if I like it before purchasing it. When there isn't a demo sometimes I'll look for gameplay video, but that really isn't the same as being able to try it out.
The developer's YouTube channel has a ton of videos of him playing the game throughout its development cycle, if you're interested but not really familiar with these games. I have previously...
The developer's YouTube channel has a ton of videos of him playing the game throughout its development cycle, if you're interested but not really familiar with these games.
I have previously praised Creeper World 3 on Tildes, and this fourth game seems to just be pushing the series even further.
A couple of random thoughts after putting a few hours into the game: The game is more balanced and difficult than the previous games, and it's amazing The Creeper actually works like a fluid now,...
A couple of random thoughts after putting a few hours into the game:
The game is more balanced and difficult than the previous games, and it's amazing
The Creeper actually works like a fluid now, with literal waves that wash over barriers and your units
Resource management for various units and systems has been reworked and, like I said, it's more balanced and difficult now
Energy and anti-Creeper production is now handled by the same unit, so you have to choose one or the other, and that unit can only be built on ore fields, so gone are the days of turtling behind defenses while building dozens of relays to hoard energy
Mortars do feel a little overpowered, I think they should have a slightly "shallower" effect on how much Creeper they remove
Moving the game into three dimensions was a great upgrade to the series
The range of anti-air missiles is an actual dome now, so Creeper spores can arc over and outside the range of your air defenses depending on their trajectory to the target, necessitating more anti-air units than in previous games, which is great
The anti-air unit also requires a special resource now for ammo, instead of the usual ammo packets, which makes spores a much greater threat
There are a lot more units and systems for the Creeper in this game than in the previous title, which so far has made the campaign a lot more varied and interesting
The daily missions are pretty great, a nice minor addition to the game
The random mission generator is amazing. The maps it generates are very good, with tons of configurability, and the mission objectives make sense
There are already tons of community made maps, which is great to see, and they all look very good so far (I've only had time to play a few of them)
I'm very impressed with this game. It's a radical change for the series, but it's delivered as an overall great leap forward compared to the previous title, which was already very good.
It's nice that they offer a demo of it. I think this is something often lacking in a lot of new games. I like having an opportunity to try a game to see if I like it before purchasing it. When there isn't a demo sometimes I'll look for gameplay video, but that really isn't the same as being able to try it out.
The developer's YouTube channel has a ton of videos of him playing the game throughout its development cycle, if you're interested but not really familiar with these games.
I have previously praised Creeper World 3 on Tildes, and this fourth game seems to just be pushing the series even further.
A couple of random thoughts after putting a few hours into the game:
I'm very impressed with this game. It's a radical change for the series, but it's delivered as an overall great leap forward compared to the previous title, which was already very good.