IGF FINALIST 2013 BAFTA WINNER 2012 TIGA AWARD FINALIST 2012 1. Build Hotel. 2. Make Music. 3. Stop Tadstock. An insane hybrid of a tower defense game and a procedural music toy with tons of bullets (and healthy number of Wu-Tang references and credit crunch satire). The hit game for iOS now available on Windows and Mac!
Análises de usuários: Ligeiramente negativas (330 análises) - 33% das 330 análises de usuários deste jogo são positivas.
Data de lançamento: 16/out/2013

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Análises

“...to understand how excellent Bad Hotel is, you need to play it. And you need to hear it...I like Bad Hotel so much I'd buy it for you. Get it. It's wonderful.”
Kotaku

“Completely awesome...Lucky Frame, keep this kind of stuff coming.”
Gamezebo

“Bad Hotel is, in short, the stuff of wonderful nightmares: an eerie soundtrack, a menacing palette and an all-pervading sense of inescapable doom. Yet it's also one of the most original and atmospheric tower-defense games we've played all year...”
Modojo

Sobre este jogo

IGF FINALIST 2013
BAFTA WINNER 2012
TIGA AWARD FINALIST 2012

1. Build Hotel.
2. Make Music.
3. Stop Tadstock.

An insane hybrid of a tower defense game and a procedural music toy with tons of bullets (and healthy number of Wu-Tang references and credit crunch satire).

The hit game for iOS now available on Windows and Mac! You are a budding entrepreneur, whose hotel is rather unfortunately located within the territory of Tarnation Tadstock, the Texas Tyrant. Your only defense against Tadstock’s army of seagulls, rats, yetis, and more is to build your hotel as quickly and intelligently as possible, using an array of increasingly sophisticated weapons.

The beautiful artwork, quirky storyline, and frantic gameplay all work seamlessly together with a generative music system, which creates original music depending on the player’s actions and decisions. The player becomes a composer, creating complex musical structures to defend their hotel. A vast variety of music can be generated, from delicate beach chillout to country banjo techno.

Get the BAFTA-winning game that Kotaku said was "wonderful" and The Guardian called "an unlikely work of minimalist art".

Requisitos de sistema

Windows
Mac OS X
SteamOS + Linux
    Mínimos:
    • SO: XP
    • Memória: 1 GB de RAM
    • Armazenamento: 150 MB de espaço disponível
    Recomendados:
    • SO: 7
    • Memória: 2 GB de RAM
    Mínimos:
    • SO: 10.5
    • Memória: 1 GB de RAM
    • Armazenamento: 150 MB de espaço disponível
    Recomendados:
    • SO: 10.7
    • Memória: 2 GB de RAM
    Mínimos:
    • SO: Ubuntu 12.04
Análises úteis de usuários
1 de 1 pessoas (100%) acharam esta análise útil
1 pessoa achou esta análise engraçada
3.2 hrs registradas
Publicada: 10 de fevereiro
Who wants to get accomodation in a hotel that's being attacked by birds with bombs? This game is sicker than the "The Saw" movie... At least I got steam cards.
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1 de 2 pessoas (50%) acharam esta análise útil
6.6 hrs registradas
Publicada: 15 de setembro de 2015
A well-designed and pretty good fun tower defence game. I think especially for a mobile game it's really good. The graphics and art style suit the game really well. Shouldn't take too long to complete and is enjoyable throughout.
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6 de 12 pessoas (50%) acharam esta análise útil
4 pessoas acharam esta análise engraçada
1.8 hrs registradas
Publicada: 19 de novembro de 2015
The video preview of this game and how it actually plays out are analogous to James Cameron films.

Read into that as you'd like.
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3 de 3 pessoas (100%) acharam esta análise útil
5.4 hrs registradas
Publicada: 9 de abril de 2014
Um diferente Castle Defense misturado com Tower Defense, porém neste caso o Castle é um Hotel. Pode ser um tanto confuso no início, mas é um jogo muito interessante, pois utiliza o comum gameplay do estilo só que na vertical. De certa forma Bad Hotel quebra um pouco os paradigmas do estilo Tower Defense.
Agilidade e táticas são essenciais para se concluir o jogo. Ser lento, em alguns momentos, pode ser prejudicial para o sucesso.
Os gráficos e trilha sonora deixam um pouco a desejar; e não há outros modos de jogo como um Survival para poder dar continuidade, tento no total 25 fases para ser concluí-lo. Apesar de uma certa complexidade na jogabilidade, o jogo tem uma ideia boa e diferenciada para o estilo.

Tempo para concluir o jogo (Game Length): ±4 h

Arte: 2
Desafio: 4
Diversão: 3.5
Gameplay: 4
História: 0
Jogabilidade: 3.5
Trilha Sonora: 2
Geral: 3.5/5

Vontade de voltar a jogá-lo: baixa
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99 de 119 pessoas (83%) acharam esta análise útil
3 pessoas acharam esta análise engraçada
2.7 hrs registradas
Publicada: 21 de outubro de 2013
You know how sometimes you play a game and you call it "experimental" and it's really cool because it stands out and there's nothing like it and you're glad someone is doing neat, innovative things? And then other times you hear the phrase "experimental" said, but you've got a different tone of voice and it's more of a "I feel like my wallet and my time have just been vivisected" fashion?

Yeah this one's the latter. Your hotel has a core you defend at all costs, every "world" has its own sound patterns per block, and a beat rate the game matches with all the little rooms you build onto it. Some give you more cash, others fire at enemies, some are kamikaze or healing rooms, and every 5 levels there's a boss. That's it. Nothing else. It's modified tower defense but your towers are basically a music tracker. Not even a challenge mode or endless play for when you finish the rather-short campaign. (The closest you get to this is the later worlds all have a gimmick "no weapon/kamikaze-only" stage which, overall, is less fun than it sounds.)

Also the music sounds really interesting in the trailer, right? Yeah, nothing you make in-game is going to sound so cool and trip-hoppy. It's instead going to sound like an auditory seizure. On the subject of music: do you like the Wu-Tang Clan? Get ready to groan at a ♥♥♥♥♥♥♥♥ of references to their songs in the between-level text. Which... isn't even on every stage. The game couldn't come up with 25 single-sentence lines of dialogue, that's actually the perfect metaphor for how this feels more like a gimmick than a game.
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