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Miniclip's Canyon Defense is another tower defense game—I know, I know—but this one has good pixel art and does things a little bit differently. First of all, there are no upgrades. That's the genre's equivalent of Marcel Duchamp putting a urinal in an art museum. Or is it? What if I told you this heresy against form also has time-based special abilities? And support buildings?
The interface is the usual: Click on a building to select it, click on a non-path part of the map to build it. Building costs money, and you can sell them, too. This time there are tabs for basic towers, advanced towers, and buildings. Unlocking the towers and buildings involves completing "quests" like building a required number of towers, or saving up a required amount of money; there are also requirements that the towers above the one you want in the menu are also unlocked. Placement is critical, as your towers must turn to target the enemies. Buildings provide the ability to launch a nuclear strike, place walls, or freeze time, all with a long cool-down period between each use, and some buildings also give passive benefits, or "buffs" (to you WoW veterans).
Analysis: The game works despite its departure from the conventional mechanics of the tower defense genre; however, the game is also similar to its cousins in one major respect: it suffers for severe tuning issues. The speed of the projectiles is just as fast as the fastest enemy unit, meaning that your missiles can chase the bugger in a straight line, right off the screen. Coupled with the painfully slow turning speed of the turrets, a property common to every tower, and you've got a game whose basic mechanic hinges on something badly in need of oiling. Then you've got the upgrade tree's highly inelegant structure, hanging like a sickly willow on way too many dependencies to intuitively make a strategy out of. It's not too late MiniClip, tune that spreadsheet! The support building sub-system does add an interesting tactical level to the genre.
If you want some fresh TD with a Mad Max aesthetic, Play Canyon Defense.
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Comments (may contain spoilers)
Another minor problem is that, when you start a map, there's no obvious way of telling which direction the enemies will come from. I had to abandon my first attempt because I put all my turrets in the wrong place; they were so out of position that they couldn't take down more than one unit per wave.
Posted by: Einar
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March 13, 2008 1:02 AM
A truly dadaist tower defense game would involve tearing down your towers. And the enemies, who for some reason poke in funny European accents, would actually be healing you, and your goal would be to kill yourself with the falling tower rubble.
Thank heavens I'm not a game designer.
Posted by: Lizard
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March 13, 2008 2:11 AM
Replay value isn't that high as the game doesn't take much strategy. One of the things that really bothered me was that after destroying a target, the missiles don't target another enemy and ends up not doing anything. Also, playing in Hard, you will need more room to build buildings on and I often found myself building on my own walls. Other than that, good find, but rather easy.
Posted by: genius_advice
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March 13, 2008 3:26 AM
Hey - thanks for the review. Canyon Defense (note the lack of "tower" in the name) was Miniclips (lower case c) first tower defense game, and we were really pleased with how it turned out.
The direction of the enemies is something we should have considered... not sure how we missed that one. The other comments you have? I can only say we wanted to do something slightly different to the normal tower defense game. We've been really pleased with the reception the game has had and will likely consider making a sequel, and we'll certainly address any issues people had in that.
Posted by: Ben | March 13, 2008 5:14 AM
Wow... That was short!
Posted by: .Ben
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March 13, 2008 6:10 AM
Ok, the middle map is useless. You can only build 4 buildings which then restricts your turrets as well. Avoid!
Posted by: LazyPint
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March 13, 2008 7:18 AM
LazyPint:
you can build on walls, (provided by the wall factory), which makes it possible to expand your building area and provide space for more than four buildings.
Posted by: postverket
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March 13, 2008 8:19 AM
ben, it's good to see that Miniclip does monitor various sites for comments and takes them into consideration to improve a game in the future.
I really enjoyed working through the "quest" tree to get better units, kind of like a call back to command and conquer. All of the new ingredients to tower defense games worked GREAT, but agree that there are some minor flaws, as mentioned by the reviewer.
I'm really excited to see a second canyon defense, and hopefully more tower defense games from Miniclip!
Posted by: Steve | March 13, 2008 11:05 AM
The 50% pay towers being as cheap and early as they are makes this game disappointingly easy, even if I had a lot of fun proving that.
Posted by: Sykes | March 13, 2008 12:11 PM
I found it way too easy. At the end game, I built a bunch of recyclers and it got to the point where each kill was giving me three to four thousand gold each. Additionally, I'm not sure if it's a bug or not, but I could build multiple towers of the same type on the same square of land, so space wasn't a problem for me.
Still I enjoy TDs, and it was a good way for me to spend about an hour.
Posted by: Julian
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March 13, 2008 12:26 PM
:o I like this game a lot! It's one of the few TD games that keeps my attention.
Posted by: Meesh
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March 13, 2008 12:48 PM
"and some buildings also give passive benefits, or "buffs" (to you WoW veterans)."
Why does the world revolve around World of Warcraft these days? I can personally attest to the fact that the term "buff", meaning a passive power-up, dates back to the days when online games didn't even have graphics, back in the glory days of text-based MUDs.
Posted by: Dead Star
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March 13, 2008 3:37 PM
The new concepts are nice, but I agree the implementation wasn't as good as it probably could have been.
I was able to build towers on top of each other, too. I don't know if that was intentional or not, but it was a pretty interesting thing.
Posted by: LSN
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March 13, 2008 4:07 PM
Interesting game but it could do with a few tweaks.
I found it frustrating that there was no button to speed up gameplay. A FF button would be nice as the creeps are rather slow.
The Challenges are a nice touch.
It's tricky working out how many of a defence type there are on the screen as the Towers don't correspond to the pictures of them. That makes it particularly difficult to ensure a spread of Towers as they all look the same. Maybe using different colours would be better.
A tiny thing, but I love watching my enemy's health drop. It's nice to click on them and see how many health points they still have.
Posted by: Zelie | March 13, 2008 7:13 PM
I loved this game! I'm a lover of TD games.
Two main things that this game needs in a sequel:
1) An unlimited levels mode.
2) A sandbox mode.
These would raise the replay value by a lot for me.
Posted by: Julian2 | March 13, 2008 10:21 PM
Dead Star: I hear you man, I just didn't think reffing Diku on a casual games site was worth doing, you know?
Posted by: Patrick
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March 13, 2008 11:14 PM
I found Lizard's post to be quite interesting, as well as this game. The graphics aren't bad, either.
Posted by: Reibear
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March 14, 2008 12:58 AM
General Brokenness:
Posted by: Cale Gibbard
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March 14, 2008 8:17 PM
It's nice to see things done differently now and then. This game is fun, and a lot easier to get into than some tower defense games. It helps that the towers are unlocked gradually, giving you only the bare essentials to start with so you aren't inundated with unnecessary or inappropriate towers to begin with; and the game leniently introduces you to each new enemy, meaning you aren't forced to immediately learn all the enemies' traits the first time you meet each type of enemy.
I also like how the enemy vehicles move about erratically, especially when the fast ones crash into walls and get stuck momentarily so I get an extra chance to explode them.
I noticed quite a few Command & Conquer similarities, actually. It looks like some inspiration was taken from it for some things.
Posted by: Tayrin
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March 15, 2008 3:27 AM
Please jay... I think we DO need more TD games!
This one is great exept for the few faults mentioned above... I dont like the quest unlocking thing, TD games are not supposed be have a `story` line previously written for you. Its supposed to be the strategy of knowing which towers to use, to let us have more combinations. And in this game the air part can be excluded it is too easy to be a challenge but only a little annoying to put a few extra air towers in
But love the buildings and bonus powers.
Posted by: andre | March 15, 2008 3:57 PM
A (horrible) problem I found with certain enemies.
Posted by: Learner | March 15, 2008 4:24 PM
Few things to fix:
Enemies don't give enough money. The game ends before you can gather enough cash to build things.
Not enough spaced to build big buildings that take 4 squares.
Missiles don't acquire new targets.
Before I spend the money to do a challenge to unlock a tower... I'd like to know what that tower does.
Tiny speeders... fast as my missles? ;~;
There's potential here. Needs moar work.
Posted by: Taybo
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March 15, 2008 6:17 PM
"Dead Star: I hear you man, I just didn't think reffing Diku on a casual games site was worth doing, you know?"
I don't disagree, I just think it's a terrible shame. Having worked on / helped build multiple MUDs, including one on Diku, I'm always a little sad to see the Internet described in terms of World of Warcraft as the launch point.
Example: The other day, I actually saw someone try to claim that the term "pwn" was coined by the WoW dev team.
Don't get me wrong -- I have nothing against World of Warcraft. I just think the 90's need a little respect.
Posted by: Dead Star
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March 15, 2008 6:31 PM
What I want to know is how are people scoring in the millions. I mean, clearly it's possible; I just don't understand how.
Posted by: Binder | March 16, 2008 10:08 PM
How are you stacking buildings? I've had every spot possible on the screen, including walls, built with either building or turret, and i can't stack anything.
Posted by: Anonymous | March 18, 2008 2:02 AM
i love canyon defense so much!!! There's just one thing I can't beat med mode i get to wave 37 or 36. Does anyone have any tips or cheats that will help? thanks.
Posted by: bba | March 18, 2008 1:46 PM
Love this! My middle aged brain welcomes the fact that you can delay placing (eg) the Air Turret until you see where the planes are coming from, and you can place additional turrets during an attack.
Love the oil slick!
To kill autorepair enemies
Posted by: SmileyRiley
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March 19, 2008 5:32 AM
bba:
The only hints or tips I can give you are as listed below. I've never posted to this site, so forgive me if this doesn't come out right.
okay, well that is all I can really offer. I also cannot get the towers or buildings to stack, so if anyone has a suggestion on how to get that done, I'd be happy to see it. Hope my tips help those trying to beat it without stacking anything. My best score is around 500,000 points. Have fun, I love this game.
Peace,
Doc
Posted by: Dr_Derogatory | March 19, 2008 4:25 PM
From what I've gathered (from places other than here, since nobody here seems to know, or at least willing to comment) the stacking of buildings is due to a glitch in some (non PC?) browsers, which some players have taken great advantage of to get their uber-high scores. This makes me much more satisfied with my scores in the 400,000-500,000 range.
Posted by: binder | March 20, 2008 7:29 PM
Stacking is certainly a bug, but I doubt it's a browser bug. It could possibly be a bug in Flash (in my case that would be the latest flash player for Linux). More likely though, it's just a bug in the game. The ability to stack things is a bit sporadic, but it happens most often when there are a lot of sprites on the screen and the game has slowed down a touch as a result. Once you've stacked enough things, you can pretty much do it consistently. There could be some kind of strange race condition on doing the check to see whether the placement is valid.
Posted by: Cale Gibbard
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March 21, 2008 3:28 AM
The only problem I have with this game is that it doesn't go on for longer!
Posted by: clawanhex | March 22, 2008 2:54 PM
dont like the fact that units can occupy the same space.
makes it darn near impossible to tell who took what damage, and gives the enemy unfair advantage in that they bunch up and my guns only target the first one...
Posted by: max | April 5, 2008 6:39 AM
Maybe I am to old for games but I enjoy Canyon Defense. I just can't get past level 28 to save my life.
Posted by: Joshua | April 5, 2008 11:41 AM
What map do you think is the best? I like the first...
Posted by: Martin | April 6, 2008 6:40 PM
I can't get it to stack, and am curious how people keep getting -1 scores? the highest i've gotten was like 100000
Posted by: Anonymous | April 9, 2008 4:24 PM
LOVE this game, thanks to all those who left some hints, I didn't know about stacking or selling, no wonder my score was rubbish!? :) Plz Plz Plz Canyon DefenseII
Brancher888
Posted by: brancher888 | April 16, 2008 11:50 AM
Main Strategies
- Identify lots of 4-squares land and hold that for buildings
- Identify wher you can place new buildings to make extra blocks of 4-sqaures
- ...then try to get as many Recyclers as you can !! They make you loads of money to buy more Recyclers and radar positions.... then you can sacrifice some of your lower spec guns for fewer higher spec ones that can then shoot further and harder (when you have several Radar towers)
- Place several Radar towers to increase the strength of all weapons ranges and hit power
- Get 3+ tesla’s quickly (sell and swap positions for your anti-ground cannons)
- place several Goo Cannons at strategic places to slow down the “Uber fast vehicles”
Posted by: anonymous | April 20, 2008 11:51 AM
Nice game.
Posted by: Anonymous | April 22, 2008 6:02 AM
I can get to the end wipe out all the enemies save all my lives but cant get anywhere near the uber high scores. I dont have the "clitch" in my internet browser. If I build the second wall factory it doesnt give me the chance to build another wall immediately. There is a definite ceiling to my score no matter what I do.
Posted by: The Insider | May 2, 2008 4:12 AM
So, with the stacking glitch its possible to run scores up to the level of 12,568,256. Why, then, is the high score still at about 7 million? I think that the game will not accept scores above 7 million as a high score.
Anyone else notice this?
-elio
Posted by: Elio | May 5, 2008 11:06 PM
I think from a game play perspactive that game is outstanding. I played it at an internet Cafe down in Bondi - Australia.
It was fantastic.
Ok, thanks. Cya now bye
Paddy
Posted by: Paddy - Dublin | May 8, 2008 1:54 AM