So, I was annoying a few more people to play Sentinel (currently on a $1 deal for the next 36 hours if you want the Steam/Desura/GoG keys once they become available over here: https://indiegamestand.com/
I just wanted to post a quick reminder of the deal with an update from the OT, where I gifted 20+ keys and asked for some game impressions in return. Maybe those are interesting to others who might not only want to rely on my word on the matter
The thread is over here:
http://www.neogaf.com/forum/showthread.php?t=596791
And the $1 deal (or $0,25 if you dont need the keys which $1 might give you once its released on Desura/GoG/Steam) is over here:
https://indiegamestand.com/
I'll stop annoying you about the game here now, but I'd love to see some more people over in the OT that are interested in the game.
I just wanted to post a quick reminder of the deal with an update from the OT, where I gifted 20+ keys and asked for some game impressions in return. Maybe those are interesting to others who might not only want to rely on my word on the matter
Thanks to Toma, I've been able to play Sentinel for somewhat more than an hour now.
My impression of Sentinel is that it's by far worth its money. It's a TD-game with a twist. Just like almost every other game in its genre, you'll have to place your defenses next to the road that leads to your stronghold, castle or in this case your system.
An extra degree of difficulty is added by letting the player himself juggle with the power supply of these defenses. The more powerbars these individual defense systems have, the more powerful they are. Keep an eye on the other roads though, as I tended to suffer from an extreme case of tunnelvision. The lack of overview immediately hurt me a wave later, as I also forgot to collect the resources that randomly flew on the field.
Music is a big thing in Sentinel and makes the game a must-have for house/trance aficionados. The OST (including 16 songs) on itself is amazing and in combination with the gameplay it creates a great setting that I've yet to see in a similar game.
Thanks again Toma! Get the game here (Pay what you want), and don't forget to Greenlight it here.
Firstly, thanks to Toma for posting the thread and then going the extra mile with the gift keys! Keep on shining, you crazy indie-loving GAFfer!
Alrighty then, I've played the first two levels (about 15 minutes) and I'm diggin it. I'm a fan of "active" tower-defense games -- meaning that you can do things (like man a laser tower!) as the round progresses. Obviously you manage resources, upgrade towers, etc during waves but actually participating in the fight is a nice touch. I really like the idea of shared power. Each tower can give or receive power from another tower and this is like a player-controlled instant upgrade instead of the traditional resource-controlled upgrade. Don't worry traditionalists, random(?) falling gems will permanently upgrade towers but the shared power bonus is a welcome tweak to the tower-defense formula. More player activity!
The music goes great with the simple geometric visuals. I love how the beat syncs up with the towers (I'm a sucker for that kind of effect). It's got that Lumines feel to it, where the music dictates how the rhythm echoes throughout the playing field. I'm thinking that I should have actually paid above average to get the soundtrack, hopefully I can buy it later.
My only quibble is that sometimes things get lost in the mix, be it towers, enemies, or falling resources. It doesn't help that each level uses a singular color for the grid and for every icon. When things get hectic it's easy to lose track of an inactive tower or falling resources. I know that's usually a problem in most TDs, but maybe giving each icon class a unique outline would help? Upon re-checking, it kinda already does that so it's probably just me. Either way, it's not a huge deal.
Two thumbs up! I like my time with it so far, here's to blasting more viruses!
Got a chance to play the first few level and a bonus level, and I like what I have played so far. It's a very active Tower Defense where you will constantly need to manage and redistribute power or even manually control a tower. Because of this I think this will appeal to a lot of people that find Tower Defense games boring, but it also runs the risk of putting too much on some gamers plate. Luckily there is a pause button lol.
I love that a tower can be sort of upgraded by turning down or off towers to give another tower more of a shared power pool. The first bonus level is actually a really good excercise in this in that you only have 2 squares to place a tower to attack creeps (one for each lane), however, at the bottom of the grid is several open spaces for you to place cheap towers. Placing those cheap towers adds a power unit to your pool and so then turning off that cheap tower gives you a unit of power to add to the laser towers to kill creeps. It's a hectic excercise, but it does a lot to teach you how mastering power levels can work in your favor. Only thing I didn't like about that level is that there is a tower in that level that I couldn't figure out what it was for, but I am guessing it is meant to only attack the second enemy type that shows up towards the end. There just wasn't any info that I saw that made that known, so a bit of trial and error may be involved with the game. Not much hand holding, both positive and negative depending.
The dynamic music is cool as well. Overall well worth your cash and vote for greenlight. Also give it a go even if you don't like Tower Defense much, it is much more active than most games in the genre, which typically are place towers, wait for waves, upgrade, wait, build, wait.
The thread is over here:
http://www.neogaf.com/forum/showthread.php?t=596791
And the $1 deal (or $0,25 if you dont need the keys which $1 might give you once its released on Desura/GoG/Steam) is over here:
https://indiegamestand.com/
I'll stop annoying you about the game here now, but I'd love to see some more people over in the OT that are interested in the game.