Translated by
Microsoft from Deutsch
Microsoft from Deutsch
Dungeon Warfare II, like its Predecessor, is a good classic Tower Defense.
The Graphics are simple and good. The Resolution is free to choose. It can be zoomed in and individual Enemies can be clicked. In the Shop you get a good Impression of the Graphics.
Much, but not everything, is similar to its Predecessor.
The Developer is present in the Forum and is working on Improvements.
XP/Difficulty As with Its Predecessor: With Runes, you can make a Mission lighter or heavier and thus also influence the XP multiplier.
New: With Repetitions, there is now always the full XP for the Map and the Runes for Difficulty changes are now being dropped.
The Difficulty varies from Map to Map and decreases later rather. After you have done the Bosses you can ascend and play the Game again in Ascension mode. The same Maps are now a bit harder and here only the best XP result of a Map counts and the item drop rate is slightly lower.
Towers and Traps towers Can be built on existing Structures and Traps on the Paths. The Level also increases the Number of Turmartes that can be taken into battle. You can select a maximum of 9 out of 23 Towers for a Map. Depending on the Degree Of championship for a Tower, it can be improved up to 3x in a Battle.
Hustle and Opponent The Paths of the Enemies can only be influenced with Barricades, but these are within the Cost range of the other Towers and can be damaged and destroyed by the Dwarfe Bombers or exploding Enemies. If you Overlook this or have no Gold for an Upgrade or New Build, the Mission is all but lost (this is the small Pinch of Hustle And Bustle).
The Bomb Dwarfs are rarer than in the first Part, but there are now also enemy River Pioneers and Miners who build one bridges and the others can remove soft Obstacles.
New: Currently, you can build during a Break if you make it via the Keyboard with the ' P ' Button. After Clicking on the Icon for the Break Menu, you can't build.
Maps The Maps are again beautifully varied and you should pay attention to the Special Features of the respective Maps.
There are Abysses or Water Fields on the Maps where Enemies can fall to their Deaths, which is quite useful and you can help with some Towers or Traps. Nor do opponents rejoice when pressed into Walls with sharp Spikes. There are even Moves on some Maps that Knocked opponents around or push away.
In addition, there are now also movable Walls.
Problem of Random Cards The Battle and Map overview is a Grid. Randbe Cards happen to fill a Place adjacent To an already played map. Some story cards (red) can only be reached via Random Cards (white). Unfortunately, I didn't know this before and played too many Random Cards that don't build Bridges. Now I have been waiting for 8h of Game time To reach the last 2 story cards with random Cards found, but unfortunately they always place themselves in Holes that bring me absolutely nothing. Unfortunately, I cannot fulfill all The Achivements or would have to grin for a While.
Conclusion, Thank God! Finally another sensible tower Defense Game, though not perfect (fluctuating Balancing). The Problem of Random Cards, however, is already very annoying at the End.
The paid €11.24is justified.
More Recommendations for Tower Defense Games: http://store.steampowered.com/curator/8896126-Gametests-and-Videos