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!
İncelemeler: Çoğunlukla Olumsuz (326 inceleme) - Bu oyun için yazılan 326 adet kullanıcı incelemesinden %33 kadarı olumlu.
Çıkış Tarihi: 16 Eki 2013

Bu öğeyi istek listenize eklemek, takip etmek veya ilgilenmiyorum olarak işaretlemek için giriş yapın

Bad Hotel Satın Alın



“...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.”

“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...”

Bu Oyun Hakkında


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".

Sistem Gereksinimleri

Mac OS X
SteamOS + Linux
    • İşletim Sistemi: XP
    • Bellek: 1 GB RAM
    • Depolama: 150 MB kullanılabilir alan
    • İşletim Sistemi: 7
    • Bellek: 2 GB RAM
    • İşletim Sistemi: 10.5
    • Bellek: 1 GB RAM
    • Depolama: 150 MB kullanılabilir alan
    • İşletim Sistemi: 10.7
    • Bellek: 2 GB RAM
    • İşletim Sistemi: Ubuntu 12.04
Yararlı müşteri incelemeleri
3 kişiden 2 tanesi (67%) bu incelemeyi yararlı buldu
3 kişi bu incelemeyi komik buldu
kayıtlarda 1.8 saat
Yayınlanma: 19 Kasım
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.
Bu inceleme yararlı oldu mu? Evet Hayır Komik
8 kişiden 7 tanesi (88%) bu incelemeyi yararlı buldu
3 kişi bu incelemeyi komik buldu
kayıtlarda 1.2 saat
Yayınlanma: 7 Nisan, 2014
oyun tower defans oyunu surekli öten muziği olmasa cok oynanabilir bide ayarlarda kapatma tusu yok ve çok rahatsız edici onu dısında flash oyunu gibi bişey puanım :) 5,1/10,0
Bu inceleme yararlı oldu mu? Evet Hayır Komik
115 kişiden 96 tanesi (83%) bu incelemeyi yararlı buldu
2 kişi bu incelemeyi komik buldu
kayıtlarda 2.7 saat
Yayınlanma: 21 Ekim, 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.
Bu inceleme yararlı oldu mu? Evet Hayır Komik
68 kişiden 62 tanesi (91%) bu incelemeyi yararlı buldu
2 kişi bu incelemeyi komik buldu
kayıtlarda 1.6 saat
Yayınlanma: 25 Aralık, 2013
Bad Hotel is bizarre. Not the sort of bizarre that makes you marvel at the creator's creativity and originality, the bizarre that leaves you scratching your head as to what you are playing, why you are playing it, and how it came to exist in the first place. A tower defense game hidden underneath a music experiment, Bad Hotel is an apply named oddity which seems to want to do nothing but be different no matter how detrimental it is to the experience.

Taking on the role as the owner of a new hotel, you are besieged by your greedy competitor whose sole goal is to destroy your building piece by piece, sending waves of rampaging animal suicide bombers (parallels could be drawn to terrorist attacks, but I highly doubt the developers were aiming for anything that heavy). To counteract the attack you must place rooms (which give you cash) and turrets (which destroy oncoming enemies), which connect to your hotel like a patchwork quilt and add a new sound bite to the "soundtrack". Despite sounding novel on paper this is where everything starts to unravel.

Levels are terribly unbalanced, with certain ones requiring near perfection to complete and others offering no difficulty whatsoever. Completing a level successfully never felt like anything but luck to me, and by altering your arsenal each level the developers remove the free-form strategy of traditional TD games and all but force you to follow their plan for how you place each room. This subliminal linearity makes it aggravating to continually fail a level and unsatisfying when you eventually, a combination that sapped any motivation I might have had to continue playing.

The music created by the various sounds of each tower is anything but melodic, more akin to a skipping CD or a telephone booth with various beeps and buzzes all combining into an awful mess of sounds and clashing time signatures. I would consider myself open minded when it comes to music but Bad Hotel did nothing but give me a terrible headache and reaching for the mute button. Visually it is just as disorganized and ugly even for previously being a mobile game, and the art and interface have had little if any work done to them for the PC version (a trend that seems to be happening more and more often).

I absolutely love tower defense, music, and experimental games more so than I can say, but Bad Hotel did nothing to keep me interested and everything to drive me away, despite how much I should have liked it. There is a decent amount of content here for the price, but I doubt many will bother to see most of it as it isn't enjoyable to play. There is something to be said for trying to do something unique, but this is a perfect example of how badly that goal can backfire. I cannot recommend playing or purchasing Bad Hotel in anyway, and can only hope it doesn't take too long to wash the awful taste it left me with.

You can read more of my writing on Kritiqal.
Bu inceleme yararlı oldu mu? Evet Hayır Komik
55 kişiden 44 tanesi (80%) bu incelemeyi yararlı buldu
kayıtlarda 1.3 saat
Yayınlanma: 3 Aralık, 2013
Gameplay & Controls: 2/5 ♥s
Graphics & Visuals: 2/5 ♥s
Music & Audio: 3/5 ♥s

In writing this review, I'm assuming that most people who are drawn to Bad Hotel were wowed by the haunting music and surreal experience they saw pictured in the trailer, as I was. In short, I'm here to regretfully inform you that the truth behind the matter is that the only thing "insane" about this tower defense hybrid is its learning curve. It's almost safe to say that if Bad Hotel were an RPG, the creators of Dark Souls would be taking note.

-Gameplay & Controls-
Bad Hotel plays out in a rather straight-forward fashion: as the manager of a hotel in an unexplicably hospitable vacation destination, you must strategically construct rooms to keep your building intact for a specified period of time. Certain rooms garner certain abilities, with some giving your hotel an increased source of income while others come equipped with missiles or gravity-defying mines to blow away any miscreant who happens to attempt an assault on your futuristic space Marriott. Although the first several levels serve as a basic and relatively easy introduction to the room types, the player is subsequently dropped into a boss fight with rage-inducing difficulty, forced to watch their pastel pixelated polygons repeatedly destroyed over and over again without any indication as to how you are supposed to be constructing a "sound" hotel. (That pun was entirely unintentional, and I only recognized its genius upon rereading that sentence.) Assuming you decide to keep playing after this point, you'll find several more sets of levels during which one's annoyance with Bad Hotel will range from that of watching the Star Wars prequels to being forcefully confined to a small room where the only source of light comes from a television playing Kingdom of the Crystal Skull on loop for 24 hours. If that sounds like your cup of tea, then by all means, go ahead; it is still a playable and fully functional game, but I think I'd be lying if I said I enjoyed my time with Bad Hotel.

-Graphics & Visuals-
Graphically, the game isn't much to look at. As previously mentioned, the game is basically comprised of pastel shapes over a background with a slightly unnerving pallet, whereas the enemies in Bad Hotel largely seem to consist of pixelated gulls and some very aggressive clouds. It never quite gives off the effect that one originally perceived it would have from the trailers, instead going for a manner that not only neglects to fully please but fails to live up to the hype. However, what graphics there are do appear to compliment whatever misunderstood direction the game actually takes, so I suppose that counts for something.

-Audio & Music-
This is my biggest gripe about Bad Hotel. If there were ever a case of false advertising by companies porting questionable mobile tower defense games, then this would be the one. What I neglected to mention earlier in my review is that this game serves a dual purpose in that it is also a procedural music generator. What this means for the consumer, however, is that the haunting, chilling tones from the game's trailer which made it sound so deliciously appealing in the first place are nowhere to be found, instead replaced with a selection of noises that in Lucky Frame's perspective better suited their pixelated amalgamation. Still, I did find myself on occassion putting more effort into creating vividly pleasing sounds than attempting to clear a level, so some points have to be awarded for ingenuity. While the creation of musical undertones through the building process is actually rather rewarding in its own way, I can't help but feel that Lucky Frame regrettably missed the mark on this one, if simply because Bad Hotel gives away an entirely different experience than the one that had been promised.

-Final Thoughts-
Well, there you have it -- my two cents on Bad Hotel. While I admittedly have not spent a large portion of time on the game, I feel that the impression I received was strong enough to justify such opinions. If I happen to play the game for a longer stretch (although I'm not quite sure how anyone could spend a considerable amount of time on the game, as despite its difficulty it appears rather short) and decide that any part of my initial review is unjustified, I'll reexamine my editorial. Until such a time, however, I leave you with the final statement that I ultimately was more entertained watching the trailer for Bad Hotel than I was actually playing Bad Hotel. If that impacts your purchase, than so be it.
Bu inceleme yararlı oldu mu? Evet Hayır Komik