The lights are on
The fact that the reviewer uses the wording " the developer decides to crap it up" shows how little respect he has for developers who actually work on games, let alone indie. Totally unprofessional GI...... A shame since most will be discouraged immediately by GI's numeric rating.....
Just a few days ago this was gifted to me by my BF, who saw that I had this on my wishlist and I could not be happier to have it. The Beta version of the game that has been running for quite some time has been superbly playable and has run better then a handful of AAA games on their actual release. The uses the tried and true Tower Defense with little spins and additives that enrich the experience. Instead of being given towers in a linear fashion ,the game utilizes an addictive card mechanic to the game. Where in you collect, buy ( with only in-game currency) and upgrade cards that represent your Towers, Magic and Artifacts. Each Tower has it's pros and cons, with a variety large enough to mix'n match to suite your own personal tastes. Some are long range that have a slower firing rate, some blast multiple enemies for a shorter but powerful AOE ( area of effect). Deciding which cards to put in your playable deck happens before you venture into the levels but thankfully each level gives you information of what kind of enemies to expect. The levels also present players with optional objectives and challenges, which garner extra rewards though may makes things difficult. For example one optional challenge was to complete the level without using more then 1 of a certain tower.
The game has a linear path of going through levels but every once in awhile the game will open up optional levels in which to gain more exp/loot/money before facing a particularly tough lvl or a Boss. They range from easy to hard and can be repeated as much as you like. For me personally I didn't set out to grind but i ended up replaying levels to get higher scores (which net you more currency) or to finish missed challenges. With the currency you gain you can use it to spend of talent points that increase how many cards you can hold, the amount of resources you gain and other boosts. The game also has a dual upgrade system for the towers. One of which is evolution and the other is fusing via the forge. With both systems you take multiple cards and use them to enhance the effects of one. With evolution you take two identical cards and meld them into one, which greatly increases the base stats and effectiveness of the tower, being capped at three lvls, with this you can upgrade your towers in each lvl up to it's maximum lvl. With fusing you can take up to 6 additional cards and fuse them to one single card to boost it's stats though it does not increase it's lvl, fusing instead boosts the card without need of upgrading it. A missed opportunity would be that fusing would meld effects of different cards together, but im fine with this system.
The levels themselves are vibrant and have a colorful fantasy setting to them, some may complain it's "generic fantasy" but to dismiss the effective use of the art style is inane. Towers have a nice set of details that are pulled directly from the cards which feature the actual artwork and design of them. Towers fire of magical bolts, poison arrows, stone sling and fire with effective use, when towers are upgraded in a level they get a cosmetic change along with the added stats. As a player begins to play a map, you are given the ability to pause at any time to sell, upgrade or position towers, otherwise the game will continue to funnel in enemies. Prime World adds a nice option to force the next wave to appear and can be done as many times as you want, though you may regret more then 2 waves to force. The game gives you extra resources depending on when you force the wave. Force it early and you get a bigger boost in resources, do it at the end of the current wave and you'll get a small amount. To further add to the levels are powerups that sometimes liter the map that give added boosts to your towers and give the typical boost of added dmg, speed and range. The enemies themselves had added help from totems that can increase their speed or give them health regen, adding the challenge of taking them out or finding a strategy around them. The game is only as difficult as you make it and how you play your cards ( pun intended) if the game feels too easy then ramping up waves, using different towers. At the end of levels the game rewards you with random cards that are shuffled and allow you to pick as many as you like, though after the first pick it costs some currency to re-pick. The wonderful feeling of getting that rare card floods back memories of opening booster packs of Magic : The Gather cards for me.
To further conclude Prime World: Defenders mixes in a solid tower defense game with a card collecting game along with great features to keep you playing for more. If you're a fan of Tower Defense games this one is a gem and well worth it's asking price.
Thanks for this write-up after the embarrassingly botched GI review. If you have a moment, please watch my video review, which I hope you will find a bit more fair:
It wasn't an 'embarrassingly botched' review, I would rather think the GI review was spot on.
I will admit at first I enjoyed this game, I played it for about 10 days for a few hours a day. But after getting what I am guessing was about half way through, the constant grinding, and identical level design really put me off.
I would give this game a solid 6.5 out of 10 for a TD game, it was fun at first but did not hold a candle to games like defense grid.