[Experience] ORX, Tower Defense adding variables to variables

The early tower defense games were simple. The enemies that came in along the set road were likewise you can effectively block the tower in a fixed area. Depending on how the tower is deployed, the tower defense, where the game wins and loses is divided, has the advantage that anyone can easily enjoy it, but it was followed by the disadvantage that there are few variables and deeply shallow of the game.

Since then, a defense game with various systems that will maintain the existing framework but compensate for the shortcomings has emerged. This includes a random defense that has been popular with the Youth Map, a Kingdom Rush series that needs to be deployed on the road, and plants VS zombies that plant plants in the yard to block zombies.

ORX is a game that attempts to play differentiated from the existing tower defense through fusion of logite and deck building system. There is no way to be set, so the enemies are spilled everywhere, and there are no areas for building the tower, so the player has to expand the defense area as the player pioneers the road. And all of these plays were randomly carried out by logites and deck buildings, creating a huge variable. However, in gameplay, small variables are boring, but too many are angry and can be a problem. Is ORX's attempt to innovate? Or is it wrong fusion?

Let's take a look at ORX's gameplay first. The player must be a saint and must protect the village from the oak. Orcs come in a wave format every time, so you have to build the tower as much as possible before the wave starts to defend the main team from the invasion of the oak. As mentioned earlier, ORX has no way to come and the oak can come from everywhere. And accordingly, the tower can be built in the tile that the player wants, not only in the fixed area.

However, in order to build a tower, there must be some required conditions. The first is that there must be gold needed for the tower placement, and the second is that it can only be built near the road. Obviously there was no way before, but it would be strange because the road came out suddenly. The way here is not used by enemies to invade, but is a device that is literally a way of connecting the village and the castle. In other words, in ORX, you can think of it as the most important factor that simultaneously provides tower construction and resource supply.

These systems are also one of the distinctive elements of ORX. Tower defense usually can earn additional gold for each automatic supply and enemy treatment. The sooner you catch the enemy, the more gold you can earn. On the other hand, ORX has no gold to get enemies other than automatic supply. Instead, you can get additional gold depending on the way you connect when you install a road and finish one road. There is a separate card connecting the road and the end of the card, and the specific cards can be obtained on the finished road, so you need to continue to lay the way for the supply of gold.

The construction method is also a little different from the existing tower defense game. In a typical game, the tower is a completed type of performance, and it is immediately effective if it is constructed in the desired location. On the other hand, the construction of tower in ORX is the same as building a castle. The combination of parts that make up the form of the wall to complete a castle will complete a tower with attack and defense performance. The difference in the tower is not the end here. Unlike the upgrade of the existing Tower Defense, which is finished by investing in money, ORX can expand the castle by connecting parts to the finished castle.

This extended castle increases the rune slot that can be equipped with weapons in the castle, and has more runes to increase the attack and defense performance of the castle. If you explain in words, you may feel quite complicated. In fact, gameplay is also very complicated. Tower Defense Game is a pretty static game.

If you only expand the tower in a few clicks to match the fixed wave, it is a game that ends after seeing it. Sometimes you have to use a special tower skill to meet the timing, or you can add additional to check the enemies that go through the net, but if you think of a game of other genres, you don't feel urgent.

ORX's play, on the other hand, is very busy from beginning to end. From the start, you have to grasp the direction of the wave and then make the road there, earn money, and build it. Golds are always used even if they are always used, so you have to keep on the road, and as you go, you will not be led to the expansion of the tower. The only timing that players can relax is only before the battle began and defeated.

It is also characterized by all this play with a deck building system. As you progress through the game, you will create your own deck, and several cards are randomly picked up from that deck. The card you want can not come out every time, so you will finally choose Load. In the end, to be careful with Lord, you have to run out of the hand of the hand as quickly as possible, but if you put only the card of the Go Cost card, you may have a problem with the supply of gold, which may not be able to work smoothly, which may be a shortcut to defeat.

On the contrary, if you construct a deck of low-cost, it will be difficult to deal with the Orcs Corps, which is becoming more and more powerful, so you have to go on the stage while paying attention to the deck building. The system that adds a variable to the variable is added, but the detailed design is added to all that all the choices of the gameplay can result in the direction of the play. Of course, if you don't solve it, you can be annoyed, but you can choose not only in one variable, but also in the range of up to three ranges, so you can maintain more than a certain amount of fun even when variables are added to the variables.

There are many systems that have not been explained. The important thing is that it has become a complicated and difficult game because of a lot of variables, but as soon as you get used to it, you can feel the taste of design and time attack puzzle that you can't feel in other tower defense.

Of course, it's not a game without a bad thing. The biggest problem is that the supply and demand of gold becomes difficult when the deck building is distorted a little, and there is no way to go beyond the limits of random growth.

To prevent enemies, you need to build a tower, and you need a huge gold. As mentioned earlier, you need to use a special card that completes the road or increases the amount of gold acquisition in a short time to get gold.

BUILDING

The problem occurs when you don't get these cards early. If you can't get a card that helps you to supply gold because you are lucky in random drawing, it's often a game over the middle stage.

And because of this, the limitations of growth, the second problem, catch the ankle. It is no exaggeration to say that the tower defense game has little element that users can control. ORX has to keep the tower on the road while rotating the deck, so there are some control elements. Nevertheless, it was not possible to have performances beyond the limits of the growth of the deck.

If the variable does not follow and the proper growth is not achieved, there is a stage that cannot be broken no matter how hard you roll the card. Even if there is a lack of specs like action games, there are fewer means to see the game with control and strategy. If the deprivation of variables is repeated, the interest of the game may lead to the cool result. Fortunately, there is a logite element, so every time you repeat it, you can unlock the top card and solve the strategy you have never done before.

According to the developer, ORX is aiming to enhance the game's completion and launch after a year of early accessories. The official version will add four factions and other content. The early early access version says that ORX's core system and game mechanic are equipped.

The game was released on an early access, but it showed excellent completeness throughout the gameplay. There was a trace of the convergence of tower defense, logite, and deck buildings, and it supplemented each other's strengths and weaknesses, providing fun that was different from the existing tower defense.

I think it's a system that can be fun enough for gamers who are not interested because of the static play of Tower Defense. For reference, I do not support Korean now. As the first patch is being prepared to add Korean, you don't have to worry about language problems.

Comments