This is probably deliberate to prevent players from gaining too much of an advantage but could’ve been solved by spawning an encounter on the other path and forcing you to tackle a tough battle that could lead to failure. Naturally, you are forced to make a permanent choice and there is no opportunity to go after the treasure and then backtrack to the companion. At a fork in the road, you may see a pathway leading you to a treasure and another to a potential new companion. The biggest criticism I have of tthis design is that the maps feel like they’re made for backtracking and exploring, but the developers decided not to allow you that opportunity. In some cases, switching up companions was the answer. Instead, I saw it as a challenge to change my approach and the way I think about each encounter. I never felt cheated by the constant failure. I see both arguments and the difference between the two lies in the execution. Some may call this a cheap mechanic to extend the gameplay time, while others will see it as a way to hone their skills. The game is structured around you repeating each level multiple times, gaining inches with each run. Like Superman’s nemesis, Doomsday, what kills you only makes you stronger as you gain strength, skills, and knowledge through the horrible experience of defeat. I say “most”, as Legends of Kingdom Rush relies on the roguelike philosophy of progressing through failure. Figuring out how to have them work together as a team takes some trial and error but, once you have the hang of it, you should be fine for most of the level. I ventured forth mainly with the starting trio – a slow but durable tank, an agile and accurate ranger, and a powerful but vulnerable mage. I do not know if it was just my bad luck, but the odds of my party taking damage or gaining some sort of status ill-effect in these areas were much higher than any good outcome.Ĭhoosing your team before you start each level is key, even if the characters are never more than archetypes that fit together like a puzzle piece. These vary from friendly areas where you can shop or rest, to areas with battles, and it’s all interspersed with choice and dice-roll encounters that can reward or harm the party. The game board is expanded and you are faced with an overworld map showing you the various stops along your path. This is where Legends of Kingdom Rush shines or loses its lustre, depending on your view on roguelike games. Once you are out of the tutorial area, the world opens up a little more but you are still herded to the next level or set of encounters. The map makes it clear where the safe areas are and where the danger and battles lie, so there is no random-encounter nastiness to surprise you here. Along the way are brief stops to recruit two characters into your party and have you engage in a battle. As you make your way out of the city, you take in a view of what can only be described as the game board herding you along a predetermined path to safety. You are an imprisoned knight who must escape his confinement and make his escape to safer areas. Things start simply enough and the tutorial offers the first hint of the game’s roguelike structure. Unbeknownst to me when I started, the game is an instalment in Ironhide Studio’s tower defence series, hence the mobile-friendly design and graphics. The cartoony, mobile-looking aesthetic belies a tough and challenging turn-based tactics game that will bring you hours of entertainment. Legends of Kingdom Rush is a deceptively tough game.
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