Flash Circle TD
Dear JIG community, David Scott is back. If you don't recall who that is, you will certainly remember Flash Element TD, David's first JIG-featured title.
Yes, he's back, and he brought candy. In Flash Circle TD, you will immediately find yourself at home with similar concepts as before. It is your duty to defend your position against wave after wave of various types of monsters. What kind exactly to expect next is always indicated in the bottom right of the screen.
You may build (and upgrade!) five different categories of towers, which you may find familiar from the previous game as well, even though there have been slight adjustments for balancing reasons.
Buying new towers and upgrading existing towers happens in real time. And this is where the new concept comes into play. Instead of pausing between waves, the game goes on continuously. If you don't manage to dispose of all the monsters in a wave, they will "circle" indefinitely. However, if you allow 100 of the beasts to accumulate, then the game is over.
Compared to the first title, this warrants a shift in strategy. You have all the time in the world to kill your foes, as long as there aren't more than 100 of them on-screen at the same time.
Analysis: I have been addicted to Flash Element TD for quite a while, and I suspect that the same will happen to Flash Circle. The slightly different setting is even more appealing to me, as it takes away the haste and replaces it with a need to establish slowly a working setup of towers that can deal with larger and larger hordes of evil.
This puts even more stress on the element of strategy, which I personally find appealing.
David has delivered a fresh take on a familiar concept that is easy to pick up, demanding enough to be enjoyable in the long term, and allows for enough variety in approach to have the player coming back for more. Thumbs up and play Flash Circle TD!