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!
リリース日: 2013年10月16日
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“...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

ゲームについて

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".

システム要件 (PC)

    Minimum:
    • OS: XP
    • Memory: 1 GB RAM
    • Hard Drive: 150 MB available space
    Recommended:
    • OS: 7
    • Memory: 2 GB RAM

システム要件 (Mac)

    Minimum:
    • OS: 10.5
    • Memory: 1 GB RAM
    • Hard Drive: 150 MB available space
    Recommended:
    • OS: 10.7
    • Memory: 2 GB RAM

システム要件 (Linux)

    Minimum:
    • OS: Ubuntu 12.04
参考になったカスタマーレビュー
2 人中 2 人 (100%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 485
5 件のレビュー
記録時間: 1.5 時間
マジで"Bad"なHotelだった
ここまでクソゲーなタワーディフェンスしたことない
金稼ぐか攻撃するユニット置くか悩むのは面白いが、
ユニットが壊される事前提なステージばかりで多すぎて腹が立つ
壊されながらも設置しなきゃいけないしノンストップで忙しいし
ユニット置くと定期的に変な音が鳴り続けるのでうるさい
あと短い
BadじゃなくてAwfulに改題すべき
投稿日: 2014年6月7日
このレビューは参考になりましたか? はい いいえ
1 人中 1 人 (100%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 233
32 件のレビュー
記録時間: 2.3 時間
タワーディフェンス

拠点のホテルを守りつつ、ホテルとしての収益を増やすため部屋を設置し
拡張資金のリソースを確保しwaveを凌ぐという流れ。

守るというからにはホテルを攻撃してくる輩もいて、虫やら人やら鳥やら宇宙人やらやらと様々。

主なリソースの使い道は収益倍増部屋を増やすもよし、襲って来る敵を撃退する砲台や施設の
耐久を回復してくれるサポート的なものなど様々。





ーー以下若干ネタバレーー






wave毎のパターンていうのは当たり前のようにあって、購入できる施設の種類も限られている。
脆い部屋でリソースを確保しつつ、敵が近づいてきたら部屋をぶつけるように相殺するやり方も
あって意外と面白い。


value of 5$
score 75
投稿日: 2014年4月25日
このレビューは参考になりましたか? はい いいえ
18 人中 15 人 (83%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 653
14 件のレビュー
記録時間: 1.9 時間
☺ Interesting approach to Tower Defence.

☹ Hectic.
☹ Noisy.
☹ Short.

Bad Hotel is a game I really thought I'd enjoy being a fan of tower defence and games that use music in clever ways...unfortunately, it fails to hit the right notes and I found it quite unpleasant to play.

You're tasked with defending a primary hotel block by placing rooms around it that have their own unique uses such as generating cash, firing at enemies or healing damaged rooms. Using these its up to you to withstand an onslaught of enemies as they attack relentlessly, with very little breathing room between waves. A 'pulse' is sent out from your central structure that activates abilities and sounds associated with each room and while sometimes it produces some interesting results, the majority of the time I just found it annoyingly repetitive.

There is quite a large difficulty curve that sets in early and coupled with the hectic pace makes the gameplay feel rather unwelcoming and unforgiving, it rarely feels like you're using tactics but more spamming what you think might be useful at the time.

While there are a fair few levels, the core gameplay never changes even with the introduction of rooms with different effects and the level variations themselves amount to a little cosmetic change and sometimes some different enemy appearances. If you can get over the difficulty spike I expect the game to last around two hours of playing time with very little reason to revisit - sadly, you never really get to play around with the musical elements which I feel is a bit of a missed opportunity.

I feel there is 'something' here that could be worked on, but Bad Hotel plays a few too many duff notes and is hard to recommend.
投稿日: 2014年4月7日
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9 人中 8 人 (89%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 296
3 件のレビュー
記録時間: 5.1 時間
Bad Hotel was not bad, it was atrocious. Within 5 minutes of playing I somehow ended up in a phantom zone with no enemies which let me build whatever I wanted and then it crashed.
Gameplay:
The levels generate enemies at random spawn points which completely ruins most strategy when the game decides to spawn everything on one side. The turrets have terrible aiming AI, they'll sometimes just randomly shoot off into space. Sometimes they'll miss targets that aren't moving. On one level my turret rotated 360 degrees to shoot an enemy.
Sound:
I have a massive splitting headache after playing this game. The "music" in each level is affected somewhat by how many buildings or nodes away from your core there are which is a somewhat interesting idea. However it didn't seem like any of the sounds were done in a way to make music and not just sound like a series of annoying beeps over and over.
ALSO YOU CAN'T MUTE THE GAME, there is no in game mute. You should go to your volume mixer and see if you mute the game when the sounds start aggravating you. Something I only realized after finishing.
Achievements:
Now if you're one of those people who just like to 100% random games, then I'd say this game is perfect except for one achievement. There is no level progression all the levels are available which means you can just go fight the bosses which I'd have to say are the easiest levels in the game because theres at least some structure or way to approach the bosses. But then they put in the shoot 100k bullets achievement. 100k IS A LOT OF BULLETS. Even using an idling strategy with 50 guns nearly constantly shooting took nearly 2-3 hours of having my ears bleed.
投稿日: 2014年3月10日
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8 人中 7 人 (88%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 791
3 件のレビュー
記録時間: 10.0 時間
Mandatory premise: even though I stuck with the game long enough to obtain all achievements (and boy, some of them were a painful grind) and I really wanted to like its frantic approach to the tower defense genre, I can't recommend it to anyone for 5 bucks. You may find it interesting if you paid a maximum of .99 cents or found it as part of a bundle, but other than that there are way better TDs on Steam for its base price (Fieldrunners, iBomber Defense and Alien Hallway, just to name a few).

First of all, the pros: game is weird. Like, REALLY weird. Your objective in each stage is protecting the main tower of your hotel by building square shaped rooms around it. Rooms come in three distinct flavors: defensive, which simply stand there and absorb hits until their eventual annihilation; offensive, which provide the classic fare of TD weapons (guns, mines, ice to slow enemies, etc.); healing, which do exactly as their name says, replenishing damaged towers (but not themselves).

Rooms cost money, obviously, provided by the main tower at a really slow rate. To make your income skyrocket, you must build defensive rooms which also generate revenue, so you should maintain a balance between defensive and offensive ones to obliterate enemies, expand your layout and replace those destroyed. There's also a bare minimum of architecture in play, so if you stockpile rooms and enemies manage to destroy a block in the middle, all the ones above will crumble. Rooms also resonate between themselves, so you'll also hear a weird (again) but enticing tune while watching 'em shoot, heal or gather money.

Enemies, which range from giant bees to angry clouds through swimmers, snakes and pigeons, come at you in waves. You have a small interval between each wave to plan your layout, but actually the pace is so wild that you'll end up improvising most of the time.

And now, the cons: first of all, Bad Hotel is a port from mobile. While not necessarily a deal breaker per se, leaving controls unaltered really is: you must drag each tower on the map from the bottom bar, without keyboard shortcuts of any sort, and this alone would be enough to make most players back off in disgust.

Moreover, the taller your tower, the farther the camera will be placed, and you'll end up with a tiny tower being chipped away by tinier enemies with greater chances of screwing up room positioning due to the shrinked (and un-zoomable) visuals.

Your rooms selection is also limited in each stage, which in turn severely restricts your strategic options, and levels are intense but few and short. Finally, bosses are the nadir of stage design, since you'll be practically forced to go all out on them before being overwhelmed by waves of normal enemies.

As I said in the beginning, I had fun somewhat with this game while it lasted, but for all its quirkiness I feel it's also brought down by its many shortcomings, and thus cannot possibly praise it as much as I wanted.
投稿日: 2014年1月20日
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受賞リスト

Winner, Best Game, BAFTA in Scotland 2012