Unikalne połączenie strategii w czasie rzeczywistym z trybem tower defense!
Recenzje użytkowników: Bardzo pozytywne (816) - 87% z 816 recenzji użytkowników dla tej gry jest pozytywnych.
Data wydania: 16 Mar, 2011

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Kup Revenge of the Titans

Pakiety zawierające tę grę

Kup Revenge of the Titans Collection

Zestaw 3 produktów: Revenge of the Titans, Revenge of the Titans: Sandbox Mode, Revenge of the Titans: Soundtrack

Kup Ultrabundle

Zestaw 6 produktów: Droid Assault, Revenge of the Titans, Revenge of the Titans: Sandbox Mode, Revenge of the Titans: Soundtrack, Titan Attacks!, Ultratron

 

Najnowsze aktualizacje Wyświetl wszystkie (3)

23 grudnia, 2015

Yetis incoming!

A lot of players of Revenge of the Titans might never have found out that we kept on updating it for years after it was first released. One fine winter's day we added a special secret Yeti Attack mode, that appears around Christmas time, and disappears in the new year. Now's your chance to play it! It's active right now.

Komentarzy: 2 Więcej

O tej grze

Na początku przybyli z powietrza, a my rozgoniliśmy ich, wynajmując statki kosmiczne, mając już napięty budżet! Teraz wrócili i wysyłają swoje jednostki naziemne, chcąc zniszczyć nasze bazy – trzydziestotonowe potwory ze świecącymi oczyma i oślinionymi szczękami! A my wciąż nie mamy pieniędzy!
Szybko! Przygotuj pozycje obronne, używając wieżyczek laserowych, ulepszeń, malutkich droidów bojowych, barykad, min i sieci, gromadząc jednocześnie niezbędne fundusze poprzez wydobycie pobliskiego surowca, podczas gdy Tytani okrutnie kroczą, zbliżając się do twej bazy. Odkryj nowe technologie i budowle, broniąc baz ziemskich w całym układzie słonecznym przed najazdem Tytanów. To niezwykłe połączenie strategii czasu rzeczywistego i gry typu „tower defense”.

Najważniejsze cechy:

  • 50-poziomowa kampania rozgrywająca się na Ziemi, Księżycu, Marsie, Saturnie i na samej planecie Tytanów.
  • 29 budynków i 40 technologii do odkrycia.
  • Relaksujący tryb gry „Nieskończoność”.
  • Szaleńczy tryb „Przetrwanie” z wynikami online.

Wymagania systemowe

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP or later
    • Processor: 1.8GHz single core
    • Memory: 512MB RAM
    • Hard Disk Space: 490MB
    • Video Card: OpenGL 1.5+, 128MB video memory
    Recommended:
    • Processor: 2GHz dual core
    • Video Card: OpenGL 2.1+, 256MB video memory
    Minimum:
    • OS: OS X 10.7+
    • Processor: 1.8GHz single core
    • Memory: 512MB RAM
    • Hard Disk Space: 520MB
    • Video Card: OpenGL 1.5+, 128MB video memory
    Recommended:
    • Processor: 2GHz dual core
    • Video Card: OpenGL 2.1+, 256MB video memory
    Minimum:
    • OS: Linux (32 or 64 bit)
    • Processor: 1.8GHz single core
    • Memory: 512MB RAM
    • Hard Disk Space: 520MB
    • Video Card: OpenGL 1.5+, 128MB video memory
    Recommended:
    • Processor: 2GHz dual core
    • Video Card: OpenGL 2.1+, 256MB video memory
Pomocne recenzje klientów
15 z 17 osób (88%) uważa, że ta recenzja jest pomocna
Według 1 osoby ta recenzja jest zabawna
34.6 godz. łącznie
Zamieszczono: 22 października, 2015
Tower defense games seem to come in two sorts these days: those where stages are played like an RTS from an overhead view and those where you get down into the trenches FPS-style. Revenge of the titans is by far my favorite game in the former category. This is because the range of options it provides, and the incentives it offers to explore them, make it much more centered on creative design than anything else in the genre I've yet played.

Titans works essentially like every other tower defense game: set up defenses around something, a wave of baddies swoops in to destroy that something, you must manage your defenses in real time until the stage is complete. But Revenge also has some features which differentiate it. The pixel-art graphics are charming, though they can be a bit confusing in the thick of battle. If you've played anything else by Puppy Games you'll know what I mean as this style is their trademark. Personally, I think it another great strength of the game, though it may not be everyone’s cup of tea.

The stages are very large and very open. The defenses you construct are not bound by a grid, and will likely consist of many, many components rather than just a handful of parts. The size also adds to the challenge: enemies enter the map from many different points in a single stage and are can be difficult to coral.

All this gives you a considerable amount of freedom in coming up with a defensive plan. Many towers interact, so you will be designing and placing installations with scores of interrelated parts, not just putting up some towers on established paths.

Complementing that freedom is a component of management and upgrading. There are two aspects to this: first, there is a deep upgrade tree which, over time, grants you access to new and better towers. This provides a variety of weapons and defenses, but also forces the player to choose which to ultimately prioritize meaning that by game's end you can have very different sets of advanced tools at your disposal. Second, the resources you use to build must be procured during stages via mining, and your balance caries over from level to level. (Thus, in typical PuppyGames fashion, how you play in one stage carries over into subsequent stages.) The fact that your starting resources for the next stage are what remains from the last makes the game into a campaign, and provides an added incentive to devise elegant defense solutions which conserve resources.

Both of these features can mean that it’s possible to get into a situation where a stage simply isn’t feasible due to your prior decisions and mistakes. Conveniently, you can return to any prior stage at any time and play forward again, so your decisions are only as set-in-stone as you want them to be. I found that this actually created replayability, as I went back to try and conduct a better campaign. On the other hand, there were a few points where I found I needed technologies in ways I couldn’t anticipate and had to backtrack to get them.

To sum up, Revenge of the Titans is a tower defense game that gives you space to invent and a reason to do it. If you like the traditional tower defense genre and also enjoy the sort of creative design typical to good sim games there are hours of fun for you in Revenge of the Titans.
Czy ta recenzja była pomocna? Tak Nie Zabawna
11 z 15 osób (73%) uważa, że ta recenzja jest pomocna
Według 1 osoby ta recenzja jest zabawna
8.5 godz. łącznie
Zamieszczono: 19 sierpnia, 2015
This game is incredibly difficult, which I've noticed is why a lot of people don't enjoy it. While it is frustrating, it's the same kind of frustration caused by games like 'Super Meat Boy'. I can guarantee, fans of 'SMB' (aka masochists) would love this game simply for the replayability and difficulty curve, and I think that's the major issue. This game's targeted demographic is tower defense players, but 'Revenge of the Titans' follows almost none of the normal tropes of tower defense games like 'Bloons Tower Defense 5' (a well polished browser tower defense). 'Revenge of the Titans' I believe suits fans of games with heavy replayability and difficulty, better than the average tower defense player. Now, that isn't to say other tower defense games aren't hard, they just aren't difficult *in the same way* as 'Revenge of the Titans'. 'RoT' requires a much more significant amount of spacial planning and strategy due to the "open" nature of the map and undefined enemy waves. There is also a good deal of micromanaging in collecting powerups and bonus money while simultaneously keeping an eye on your turrets, buff towers, and factories, whereas in lots of other tower defense games (like BTD5), you usually just place your towers and then sit back while the wave finishes itself, and this I think is the most important difference between RoT and other tower defenses; *the amount of attention required by the player at any given moment.*


TL;DR While many of the defining qualities of 'Revenge of the Titans' is a huge turn off for casual and/or average tower defense players, it is these qualities that make 'RoT' such a fantastic game for people that enjoy heavy replayability in tandem with masochistic amounts of challenge, and who don't like to sit around waiting for a game to finish its "autopilot" to do something again.
Czy ta recenzja była pomocna? Tak Nie Zabawna
1 z 1 osób (100%) uważa, że ta recenzja jest pomocna
4.8 godz. łącznie
Zamieszczono: 2 kwietnia, 2014
Świetny interaktywny Tower Defense. Naszym celem jest obrona głównej bazy przed atakiem różnej maści tytanów. W trakcie budujemy kopalnie, które nam wydobywają potrzebny surowiec, generatory do zasilania wież oraz schładzacze. Z tego względu, że wieże mogą nam właśnie się przegrzewać lub za wolno ładuje się im amunicja. Mamy dostęp do wielu zdolności specjalnych, które np. zamrażają wszystkie jednostki na mapie lub bombardujemy dany teren. Akcja dzieje się w czasie rzeczywistym, gdzie musimy obraniać ważniejsze miasta świata.

Polecam ~ Pan V
Czy ta recenzja była pomocna? Tak Nie Zabawna
106 z 131 osób (81%) uważa, że ta recenzja jest pomocna
Według 10 osób ta recenzja jest zabawna
14.2 godz. łącznie
Zamieszczono: 2 stycznia, 2015
The art style is FANTASTIC. That is the only positive game element to be had here. Save your money and stay away, regardless of the pandering reviews from what I can only assume are people who have never played tower defense games before. I mean hell, if it wasn't for the art style this thing wouldn't even survive on Miniclip.

The game feels like a continuing list of bad design choices, a case study in what not to do in a tower defense time. When I complain I feel like a lecturer in basic game design: "encourage strategic play", "present consistent rules for your game world", or maybe "release without game crippling bugs and advancement locks". It's bad enough now, but be greatful you weren't playing when the campaign tech tree was locked and you'd be forced to menu-delete a game when an armored enemy type showed up an you had no units capable of damaging it.

Almost every mistake (as I'm coming to call them, because I honestly don't think any of them were actually thought through properly), is at once trivially annoying and long term game breaking. Manually resetting and time consumingly repicking your tech tree to deal with new enemy types every level may seem simply irritating, but gradually emerges into an overall expectation that you pick the "right" tech tree that enables victory, and all others will fail by default. Having to painfully micromanage your reloads is grating, and eventually ensures that every strategy will be limited to your clicktimes and not your strategy, dooming any kind of open-world defense. And the rediculous armor and repulsion systems vex you piece by piece as your weapons and equipment become obsolete, before finally running the final, game destroying flaw: you will not lose when your defenses are overwhelmed, you will lose when the charming little boxlike enemies have countered every possible defense and your entire list of defensive options have become obsolete.

It's like the equiptment they give you is just a taunt of what your strategy could have been: oh hey, here's a rapid fire turret. Too bad it does no damage to enemies after level 4, when they all have armor. Hey, check out these repulsion buildings to herd the enemy into chokepoints. Sucks that every other enemy after level 6 has become "intelligent" and will simply run up and eat them. Laser weapons? Armor reflects them - useless. Slowing razor field units? Can't be used with the anti-armor explosive guns, which destroy all your own buildings, including your own defenses, because apparently future scientists drink too much coffee to understand friend-foe ID. Similarly, saving up money in the campaign feels rewarding until you find out that the game raises the difficulty with your cash level and thus it's advantagous to avoid any kind of strategic spending. RotT plays like a cod game, where every interesting idea gets thrown out within ten minutes because it happens to be too fun and interesting to keep using.

I like playing tower defense games because of the evolution of your goals and the resource management involved. I'm not sure I like playing them when resource management is a menial clusterf*** and the evolution of methods is only happening in the enemy forces. I've never had a tower defense game where I've felt so much like *I* was the computer, and the enemy forces were actually the human, getting to play adaptively against me with all the strategy and choice-making I was missing. Playing like a bot isn't a good feeling. I do not recommend playing like a bot. I do not recommend this game.

Czy ta recenzja była pomocna? Tak Nie Zabawna
41 z 53 osób (77%) uważa, że ta recenzja jest pomocna
2.3 godz. łącznie
Zamieszczono: 11 października, 2011
Revenge of the Titans: It's just not fun. The interface seems designed to be intentionally annoying. Contrived gameplay issues overcome the fun animations and cute tongue-in-cheek storyline.

For example: It seems to be an intentional design choice that the playing map is just a tad larger than your screen size, no matter what resolution. With invaders coming from all sides, you have to roll the edge of the map left, right, up, and down to follow the action on each side of the map. So watching the action on one side of the map means, by definition, that you can't watch action on the other side. It's just a bad design choice to make the game artifically more difficult. A difficulty gimmick, if you will.

Annoyed and done after about 2 hours. Thought I'd like this more, but... oh well.
Czy ta recenzja była pomocna? Tak Nie Zabawna