Demons Took My Daughter
When there is no more room in hell, demons will walk the earth, stealing soft plushy toys so you can't use them to find your daughter, unless you use a combination of platforming and defense to stop them... that's, uh... how that goes, right? Nerdook delivers another clever genre hybrid, this time putting you into the shoes of one weird dad trying to save his daughter from even weirder enemies.
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To my knowledge, the version we are hosting is not crippled. Nerdook submitted this game to us with this note:
"Hosting it on a non-Kongregate site does not lock any content, but it does have a short nag screen after the first chapter."
That's an acceptable concession, I believe. If a game is severely crippled by hosting it at a non-sponsored site, then we prefer to link directly to the full version instead.
Two mechanics that seem somewhat game breaking; spoilered for your convenience:
Selling Towers Has No Cost
This is made clear in two particular scenarios. The first is with the boss that can turn towers into cheese as it passes over them. If you tear down a tower just before they pass over, and rebuild it soon after, you will lose one or two attacks from that tower - but compare that to the cost in souls of losing a tower completely to cheese. Anyways, you might still want to rebuild the tower, if the boss turned the bottommost block to cheese.
The second scenario is from using the eye towers. Using these towers should be a tradeoff: Block the path of projectiles, in exchange for always hitting the ghost demons - and you won't swing your sword at them if you can't see them. What I ended up doing in the main levels was watching for ghosts, building eyes when necessary, and tearing them down once the ghosts were dead.
I'm sure Nerdook wanted a light, casual, fun game, and not a horribly frustrating challenge - and losing half the cost of towers to rebuild (as is typical in tower defense games) makes a game lean towards the latter. To keep the game easier, I would maybe have made the selling cost one less than the build cost. Selling would incur a cost, but nothing too harsh.
+.2 uncapped points of damage per soul
This isn't really a problem until you get to the survival mode, and it's only one there because there's no cost to selling towers. By tearing down towers before bosses could cheese them, I had amassed about 300 extra souls by the last wave. The final grunts couldn't even make it over the first tower before dying.
Don't take my criticism the wrong way: This is a fun, cute game. I enjoyed it. DTMD's like the Traveller's Tale Lego games: It's not a challenge, nor is it meant to be, but it is very entertaining.
(If Brad / whoever wants, they can cut out that central part to use as a walkthrough/guide.)
If you really need it, here are some hints, and my final tower build for the last few levels:
Hints:
In my opinion, it's better to be able to pierce through enemies - that way a single projectile will do more damage total.
If you choose to rely on piercing damage, take the 'pit of death' approach - two tall towers at the edges, firing inwards, to funnel all the enemies into a wide-open central area.
When ghosts appear, put two eye towers in the middle of the pit. You'll block the full range of the bottom towers, but otherwise you may let ghosts through if your towers don't get lucky.
Since there's no real cost to remove towers, there's no harm in building for the short term. While waiting for enough souls to complete your pit, add a +damage block or two to your towers. Once you have enough, tear them down and so you can afford to build the next block.
Don't be afraid to pause time to collect souls, tear down or build towers, or get into position for your next swing.
On boss levels, try to have your tower configuration able to kill any grunts with minimal help from you. You want to be able to focus on the boss, not the hired help.
My tower configuration:
Don't look at this unless you really need it. The challenge in the game lies in finding your own solution, not in the implementation of the One True Solution.
Build two towers, in the leftmost and rightmost columns, pointing inwards.
Both towers end up in the same configuration, from bottom to top: piercing arrow, slow gas, cannon, eye block, +damage. When there weren't ghosts, I used another +damage block - cheap, which saved more souls to boost the bonus sword damage you can get if you buy it with gold souls.
I built the bottom two on the right with the first 10 souls, then the bottom two on the left, then the damage blocks.
Before getting the cannon, I used additional piercing arrows on the right, and kept the left tower shorter, so I could shoot at demons as they walked over the left tower.
My different approach to damage:
use the brick that "gives 1 poison damage till they're dead". Make a five boxes high pointing left in the 1st, 4th, and 7th collumns from left to right. If there are invisibles, place an eye on each third brick.
When you're done with those use the brick that "gives 1/3 extra damage that the creature has already received". 4 boxes high, pointing right, on the 2nd, 5th, and 8th columns.
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Walkthrough Guide
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If you really need it, here are some hints, and my final tower build for the last few levels:
Hints:
In my opinion, it's better to be able to pierce through enemies - that way a single projectile will do more damage total.
If you choose to rely on piercing damage, take the 'pit of death' approach - two tall towers at the edges, firing inwards, to funnel all the enemies into a wide-open central area.
When ghosts appear, put two eye towers in the middle of the pit. You'll block the full range of the bottom towers, but otherwise you may let ghosts through if your towers don't get lucky.
Since there's no real cost to remove towers, there's no harm in building for the short term. While waiting for enough souls to complete your pit, add a +damage block or two to your towers. Once you have enough, tear them down and so you can afford to build the next block.
Don't be afraid to pause time to collect souls, tear down or build towers, or get into position for your next swing.
On boss levels, try to have your tower configuration able to kill any grunts with minimal help from you. You want to be able to focus on the boss, not the hired help.
My tower configuration:
Don't look at this unless you really need it. The challenge in the game lies in finding your own solution, not in the implementation of the One True Solution.
Build two towers, in the leftmost and rightmost columns, pointing inwards.
Both towers end up in the same configuration, from bottom to top: piercing arrow, slow gas, cannon, eye block, +damage. When there weren't ghosts, I used another +damage block - cheap, which saved more souls to boost the bonus sword damage you can get if you buy it with gold souls.
I built the bottom two on the right with the first 10 souls, then the bottom two on the left, then the damage blocks.
Before getting the cannon, I used additional piercing arrows on the right, and kept the left tower shorter, so I could shoot at demons as they walked over the left tower.
Posted by: Parse | November 22, 2010 11:11 PM