Firstly, you guys add “tomchick” to your OpenFeint accounts so you can see my awesome Gamerscore for this game’s achievements. Okay, it’s not awesome now, but it will be. I like this game for many of the same reasons I like Patapon 2 and it’s probably sucked up more iPhone battery life than any other game.
In the interest of addressing some interface complaints Hugin raised in the monstar iPhone games thread, I’d like to kick off this thread with a few responses.
What the extra click gains you is the ability to play on the iPhone. If you didn’t have that extra confirmation click for building or upgrading, you’d be accidentally building and upgrading defenders all over the place when you’re just trying to scroll the map. It’s a matter of basic functionality on the iPhone and there’s no way around it. So suck it up and get into the groove of quickly tap-tap-tapping to build and upgrade. It’s not hard.
The game rewards you when you lose or quit out of a mission, so it’s assuming you want to actually log your earnings before starting a new game. This is pretty much how any game works when it gives you xp rewards.
Since many of the maps span several screens, even when zoomed all the way out, it seems perfectly reasonable to show you the point of greatest danger when you’re starting a level. Where would you have the camera start?
Also, the enemies aren’t “milling around” for no reason. That’s where you look to check the composition of the next wave. They’re staging down there so you know what’s coming.
As I said in the other thread, that’s okay if you don’t like the game. But you’re missing a totally sweet forest for a couple of inconsequential interface trees.
-Tom