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Kingdom Rush

aka: Kingdom Rush HD, Kingdom Rush: Tower Defense
Moby ID: 54588
Browser Specs
Buy on Windows
$9.99 new on Steam

Description official descriptions

Kingdom Rush is a tower-defense game set in the classical fantasy/medieval world. Your goal is to defend a straggling kingdom of humans, elves and dwarfs from waves after waves of rampaging goblins, orcs, trolls and other monstrosities. To achieve your goal you are equipped with two spells and four basic towers - each with its own unique range and damage characteristics, upgrade tree and special abilities. While each tower has its own role - barracks produce soldiers that hold your enemies, rangers do physical damage over long distance, mages do magical damage and artillery does area damage - the number of towers and their location is limited to designated plots of land. Gold for your buildings is another limiting factor and could only be acquired by slaying your foes.

The story takes you from a small city experiencing a freak goblin raid to blasted wastes swarming with demons and undead. Each map of the dozen available has three possible game modes, ranging from normal to difficult with special restrictions unique to each map. Finishing the different modes with a set number of lives remaining awards points that could be used to enhance your towers and spells. Additionally the game has a detailed encyclopedia featuring information on all possible towers (and their upgrades) and enemies. Over 50 achievements of various difficulty or obscurity can be earned over your adventure.

Spellings

  • 王国保卫战 - Simplified Chinese spelling

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Credits (Browser version)

27 People (11 developers, 16 thanks) · View all

Ironhide Development Team
Music by
  • Taking Off
  • www.taking-off.com.ar
Map Music by
  • HyperDuck SoundWorks
  • www.hyperduck.co.uk
Voice Talent
Narrative by
We would like to thank
[ full credits ]

Reviews

Critics

Average score: 81% (based on 4 ratings)

Players

Average score: 3.7 out of 5 (based on 13 ratings with 1 reviews)

Surprisingly diverse and amusing but too short

The Good
To be honest, I didn't expect much from this game. When I first set eyes on it I saw that it only has four basic towers with straightforward upgrades, towers can only be built in designated areas and you barely have two spells to help you on your way. All in all this looked like a poor selection for a tower defense, but then something remarkable happened - I just couldn't let go of the game!

The genius of KR is the perfect balance in which everything is played. The seemingly poor variety of defenders is contrasted with about thirty different attackers - from kamikaze demons that detonate upon death killing your fighters to healers to shooters and other support units. Your four towers perform very distinct roles: You need barracks to produce melee fighters that hold your enemies at bay, archers to pepper unarmored opponents, mages to punch through armored foes and artillery to damage a wide area. The challenge is how to counter the many possible enemy waves (armored walkers with healers? many fast walkers with fliers? skeletons spawning at your rear for each dead enemy?) with limited resources, limited tower selection and limited placing. This gives the game a puzzle-like quality as you try to plan ahead on maps that contain multiple routes for enemies to follow and shortcuts through your base. KR also lacks almost any luck factor so you know that any failure is a result of bad strategy and not a poor roll of the digital dice.

While strategy is central to KR, it also requires clever tactics. The two spells are summon meteor shower and reinforcement. They both have different reload times and serve different purposes - one deals large direct damage, while the other places additional distractions for your enemies to bite. One is immediate, the other is active for some time. Since enemies often come from different locations and don't all take the same route you are forced to decide when and where to use each spell - is it better to reinforce a location or does the situation requires a fast and fiery solution? And if it does, what will you do against the monsters on the other path? Additionally, barrack troops are movable and can be rushed from crossing to crossing to cut off enemy advancement, as long as they remain in the barrack's range. This combination of tactics and strategy means that there isn't a dull moment in the game and that even the best fortification cannot be left for long to its own devices. Any line can be breached and it's up to you to keep a close eye on the battlefield at any time.

Mercifully KR provides two difficulty settings for each map, as well as three game modes. It isn't necessary to finish each level on the hardest difficulty with the maximum number of lives remaining to unlock the next level. It could be done, in which case you'll receive extra upgrade points that strengthen your towers or spells, and which can be redistributed at will to better prepare you for specific maps. The extra game modes themselves are deigned to truly test your capabilities as they not only change the monster waves that attack you, not only force you to slay every single enemy without allowing any to pass, but also add additional restrictions like disabling one or more tower types and restricting the use of upgrade points.

I said at the start that at first I was disappointed with the low tower selection, but later in the game (when you reach a point when you can upgrade your towers to their third level) youcan choose between two distinct upgrade paths for each tower, each path with two to four additional purchasable abilities. This drastically changes the gameplay from one where all towers had their own unique roles to one where any tower can potentially take the role of a different tower (making building-restricted modes even more interesting). Would you upgrade your barracks to barbarian halls that could eventually provide you with additional defense against fliers or will you upgrade them into paladin orders to provide even better melee protection? Or will you instead upgrade your mages to sorcerers with the ability to summon golems, thus making barracks less important? Again, limited resources (you never get enough gold in missions to upgrade all of your towers to the max) and other restrictions actually increase your options instead of reducing them.

Finally a word must be said about the art and the general feel of the game. Everything is drawn in a cartoonish manner and a lot of attention is paid to every detail: You'll see dwarfs spinning electric generators to fire off their Tesla cannons, a boss enemy grabbing a handful of your fighters and stuffing them into its mouth and you could even catch fish jumping in a nearby river. Defenders are voiced with funny lines and one boss monster will continuously taunt you with cheesy one-liners and pop-culture references that blend well with the comical atmosphere of the game.

The Bad
The title says it all, really - the main problem with this game is that it's just too short. Other good tower defense games may have from thirty to fifty different missions (often with similar three modes for each mission) while KR has only a dozen maps and the premium package adds only a couple more (as of now). It's hardly enough, especially if you take into account that the final tower upgrades are unlocked gradually over the last half of the game (the last upgrade, the Tesla tower, is unlocked only in the 10th mission). This means you don't have enough time to play around with your most powerful towers, which is rather disappointing.

Other than that I'm only left with nitpicking: The game could use speed settings, but is generally fast paced enough to not really need them. KR has about fifty achievements, but those do nothing for the game - it would be nice if they provided at least a minor bonus to your structures or spells. The in-game encyclopedia is very well made with exact figures for some monster/defender characteristics, but only vague descriptions for others (like "slow speed" or "medium armor").

Try as I might, I can't think of any other good criticism for this game. Compared to others of its genre, it appears to do everything right.

The Bottom Line
This game is immaculately made and will provide a few hours of fun. The only downside is that it couldn't provide even more hours of fun.

Browser · by Alex Z (1856) · 2012

Trivia

Business model change

According to the official blog, since September 3, 2015, the game is free for mobile platforms.

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Contributors to this Entry

Game added by Alex Z.

Nintendo Switch, Windows Apps, Xbox Series, Xbox One added by Kam1Kaz3NL77. Macintosh added by Sciere. iPhone, Android added by Kabushi. Linux, Windows added by TheLetterM.

Additional contributors: jaXen, DarkDante, formercontrib, Plok, Rik Hideto.

Game added February 17, 2012. Last modified October 1, 2023.