Bloons TD 6 Combat analysis
What makes the bloons games have for the gameplay being repayable and interesting is the fact that the gameplay allows for an insane amount of depth for the given interactions. The different towers synergize together which leads to more interesting mechanical interactions because of this.
These changes allow for better interchangeable tactics and strats with different tower placements with how gameplay is changed and even modifications to the challenges. These allow for better tactical gameplay elements and overall combat experience.
Yes many enemies have a simple, "hp gets bigger" as I mentioned in the last design notes but that's where a strat revolving around, slowing down the enemies, hitting them with a fragment cannon blast which allows for more bloons to take damage, etc. unironically having it where more HP being a bad thing for the enemies because of the tools and synergy you can use to take down the towers.
Even with the factors of other abilities that allow you to melt through frozen or lead bloons. Which changes the kind of tactics you need to use and allowing for different towers to be ideally placed together or by themselves.
Not all monkeys work well together but a large chunk of them do and if they don't; simply use another skill tree that will allow them to work together then!
This makes it where each time you play the game you can always find a new way to play whenever you come back to the game.
As much as I hate skill trees; some of the skill tree perks actually make useful changes to the gameplay that allow you to make interesting design choices for how you tackle a combat encounter.
One thing I do lament is the fact the interactivity is one sided; not that I desire them to kill my towers, just that they don't slow down nor disrupt how I play. That because of this you have one sided interactivity. Which is fine for the more casual side of things but beyond the casual rounds it'd be nice to have something more interactive.
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