And since you get to keep all the goodies you saved up while playing, continuously replaying a level lets you forge - I should probably clarify the "invincible castle". (It starts looking like a particle engine rather than a game somewhere around level 60.) However, it does keep getting more interesting. The levels simply get more difficult with more crazy attackers. Sat 17th May - There's no end in the game.That’s about the only real complaint we have about this game so it’s not the end of the world. This is unfortunate, because the prevailing, repetitive sounds of bopping, knocking, screaming, and whooshing don’t do much for the eardrums and start to grate after awhile. One downer, though, is that while the mostly vocal sound effects are cute and mildly humorous, there is no music. The presentation is about as primitive as possible short of aping the barebones flash style, but that’s the point and if you can go along with it you’ll likely find the art style delightfully crude. Sure, when you break it down the graphics are nothing more than poor particle effects and simply animated stick figures on top of a static background. The developers have said they wanted to make the game look like it was held together by “string, tape, and bubblegum.” The result is akin to a kid conjuring an elaborate game with little more than his imagination and whatever junk he finds lying about the house. The universal appeal and overall versatility of DYC’s multiplayer is its main draw so if you looking for a frantic game to play with friends on a whim there’s a lot of value here.įinally and most obviously, an endearing sensibility really sells the whole package. If you have four people playing and two need to rest their tired arms, the game will likewise adjust accordingly. If you’re playing alone and a friend shows up all he or she has to do is pick up a controller, point it at the screen, and the game will immediately adapt by boosting both the speed and number of enemies. However, the standout feature of DYC’s multiplayer is that it allows for true drop-in, drop-out gameplay. Coordinating your troop management while your friends frantically defend adds another dimension to the inherent strategy. The player who scored the most points last round is crowned king and rewarded with the responsibility of controlling the troops and upgrades. Dividing your time between managing your troops and recklessly tossing enemies is where most of DYC’s depth and strategy lie.Īdd a couple players and the relatively dull single-player experience quickly evolves into a manic orchestra of castle defence. As you add more troops to a tower the benefits and capabilities offered by that tower will grow more effective. Archers will randomly pick off enemy troops at a distance Wizards grant you the ability to use the d-pad to wield potent spells on the battlefield, and so on. Buy any of four tower upgrades and you can assign these troops to the related tower (signified by a coloured flag). The ‘pit of conversion’ upgrade allows you to pluck an enemy at random from the hoard and drop him into a magical paint bucket to add him to your army reserve. These include simple repairs and life bar extensions as well as several options for upgrading your offensive and defensive capabilities. Thankfully, DYC reveals surprising depth as you progress.Īfter each stage you are first given the option to save (to one of three save files) and then spend your points on “Fortifications and Upgrades”. As strangely engaging as abusing defenceless stick figures proves to be, it's clear that it takes a little more than primitive violence to make for compelling gameplay. You can fling him straight up and let him crash back down, bounce him off the side of the screen, dunk him, spike him, juggle him… basically whatever it takes to crush his little crayon frame. The standard course of action (and most immediately gratifying) is to simply flick your wrist and let him fly. The emphasis here is on what you do with an enemy after you aim and click on him. What separates DYC from a typical shooter is that it demands more than just a quick trigger-finger. The only goal in sight is to cleanse the screen of all vile enemies. There is a little variety in the enemy types and some tactical options for upgrading your defences, but this is monotone design in the purest sense. Scores of button-headed stick figures prance across the screen in endless waves with one intention - to pound your castle until it crumbles. If you aren’t familiar with the original, DYC is a old school shooter hybrid that plays exactly like it sounds.
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