Software Demos NOTICIAS Recomendados
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!
Fecha de lanzamiento: 16 Oct 2013
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“ 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.”

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

“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...”

Acerca del juego


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 del sistema (PC)

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

Requisitos del sistema (MAC)

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

Requisitos del sistema (Linux)

    • OS: Ubuntu 12.04
Análisis útiles de usuarios
A 3 de 3 personas (100%) les ha sido útil este análisis
794 productos en la cuenta
21 análisis
4.3 h registradas
Bad Hotel es un juego de "Hotel defense" con buenas ideas pero que en general falla en ponerlas en práctica.

La curva de dificultad es importante, lo cual aunque no siempre es necesariamente algo malo sí que es destacable dado los niveles que tiene. Y es también algo a tener en cuenta porque no es necesario que se completen y se puede ir directamente a por los jefes de cada episodio, sí que es verdad que los niveles intermedios sirven a modo de rodaje para practicar ciertos elementos propios de cada parte pero es un detalle que puede afectar a la duración.

La mecánica es sencilla en principio, hay que colocar estructuras alrededor del hotel que dependiendo del tipo nos ofrecerán protección e ingresos, regeneración o potencia de fuego para eliminar a los atacantes. Sin embargo hay distintos problemas: el primero es que los tiempos entre oleadas son insuficientes y en no pocas ocasiones apenas hay tiempo para reaccionar si no tienes una gran estrategia, luego está el hecho de que no se explica prácticamente nada sobre las nuevas construcciones en el propio juego y la ayuda te manda fuera al navegador cuando lo intentas (¿?), aparte en mi opinión se penalizan demasiado cosas como la expansión en altura (se puede ver un ejemplo en el trailer oficial, y hacer eso es lo peor que puedes hacer).

Por lo visto hay un elemento curioso que es el de la "música". En los distintos niveles el hotel se encuentra pulsante marcando un tick que se va extendiendo dependiendo de la extensión de nuestras estructuras y a nivel jugable marca la frecuencia con la que se recogen ingresos, pero también genera sonidos dependiendo del tipo y posición. Es algo que está mal aprovechado porque el resultado de esta especie de notas suele ser bastante extraño, e incluso puede llegar a tornarse desesperante en determinadas combinaciones.

Es un juego fuera de lo habitual, eso no lo pongo en duda, pero me pasé todo el tiempo esperando que mejorara y no lo hizo. Quizá le habría puesto un voto neutral si se pudiera, aunque personalmente no lo recomendaría.
Publicado: 5 julio 2014
¿Te ha sido útil este análisis? No
A 2 de 2 personas (100%) les ha sido útil este análisis
73 productos en la cuenta
13 análisis
1.2 h registradas
No tiene algo que te enganche realmente al juego. Puedes construir los pisos hacia abajo aunque no tenga sentido. Un protege la torre bastante malo la verdad. No vale la pena, a mi me vino en un bundle por suerte.
Publicado: 21 junio 2014
¿Te ha sido útil este análisis? No
A 19 de 23 personas (83%) les ha sido útil este análisis
678 productos en la cuenta
16 análisis
1.9 h registradas
☺ 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.
Publicado: 7 abril 2014
¿Te ha sido útil este análisis? No
A 14 de 21 personas (67%) les ha sido útil este análisis
469 productos en la cuenta
46 análisis
4.2 h registradas
Be warned! This game is nothing but crazy.
Imagine you build up a hotel out of simple blocks and an insane manager want to destroy it in order to get the insurance premium. That's the whole story. And he is not alone. In every landscape many strange animals run towards you and even birds and baloons fly with bombs to your hotel to destroy it. You have cannons and health generators as defence. Shortly - It's a lot of TD in this game. And there are the bosses ... then the manager rides a monster crab or a chainsaw mobile or even the death star from STAR WARS - wtf?

But now comes the best part: Every block you build generates a synthesized sound, like a banjo, a guitar or simply a beep. The sounds play in the order you've build your blocks, which are also linked together. So it turns out, this game is additionally a damn good virtual syntesizer which produces really cool music. You can even hear, when you loose blocks of your hotel building, because the melody changes ... amazing idea!
Publicado: 28 abril 2014
¿Te ha sido útil este análisis? No
A 9 de 12 personas (75%) les ha sido útil este análisis
297 productos en la cuenta
4 análisis
5.1 h registradas
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.
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.
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.
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.
Publicado: 10 marzo 2014
¿Te ha sido útil este análisis? No


Winner, Best Game, BAFTA in Scotland 2012