Blasted Fortress Full Crack [hack]


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About This Game

Summary

Blasted Fortress is a physics-based castle assault game with voodoo magic and resource management. When you're not playing, seasons change, and you may come back to be greeted by disasters that happened while you were away or gifts to bolster your resources.

If you're more creatively inclined and want to add more content to the game, you can even create your own buildings to siege using the built-in Building Editor.

Throughout the game you'll unlock new ammo types that can each fill a niche in your strategy - from brutish explosive cannonballs that stick to blocks and blow up, to cannonballs that gush corrosive acid.

We're dedicated to providing 100% free updates, so join up with us and discuss your desires as we roll out new content.

Game Features

  • Crush physics-enabled castles with the aid of a powerful cannon that can fire an assortment of physical and mystical ammunition
  • Over 70 random buildings will stand in your way during a siege, and more can be added to the random rotation by saving custom levels in the Building Editor
  • Choose a difficulty level to increase or decrease the time limit, and select from a Small, Medium, or Large building to really tune in on the difficulty you desire
  • Refill your mana to cast voodoo spells and gain powerful passive upgrades by completing sieges and leveling up
  • Fill your Vault with stolen gold, make it rain!
  • One minigame that allows you to earn quick gold, with two more on the way.

New Steam Features

  • Many exclusive changes and additions have been made for Steam!
  • New maps have been built-in, bringing the total amount to over 100
  • Balance and playability have been tweaked to make for faster, more rewarding gameplay
  • Brand new Plunger and Detonation Blocks have been added
  • 20 Steam achievements add even more replay value
  • Global statistics viewable in-game
  • Bigger plans ahead, including free content updates!
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Title: Blasted Fortress
Genre: Action, Casual, Indie
Developer:
Dapper Swine
Publisher:
Dapper Swine
Release Date: 20 Nov, 2013



English



blasted fortress. blasted fortress steam


So, what makes these kinds of games fun for me (Crush the Castle, Angry Birds, Some Math Game I Played During Elementary School That Wasn't Blocked), is seeing everything collapse after knocking down a pillar or taking out a wall. Though I also keep the objectives in mind, seeing a gigantic structure crumble to dust with just a few well-placed cannonballs\/dynamite\/boulders is what's fun about these games.

In Blasted Fortress, while the cannonballs are tied to physics, the fortresses aren't. Taking out an entire layer to a fortress does not split apart the roof and send it tumbling down, and taking out the bottom of a tower does not cause it to topple. Nothing moves, actually... no matter how much damage you do, every (intact) block stays exactly where it was at the beginning of the siege. This is my biggest complaint; it's taking away my reward. I don't give a\u2665\u2665\u2665\u2665\u2665\u2665about making money, or completing random levels, or completing minigames, or whatever other side content the game has to offer. I just want the fortress to be \u2665\u2665\u2665\u2665ing BLASTED.

As for all of the side content, it comes completely out of the blue after that short (but helpful) tutorial when you start a new game. It tells you how to shoot, how to block, and where to go if you want to do more shooting and blocking, but for minigames, passive income, monster hunting(?), voodoo magic, penalty blocks (and different block types in general), and whatever else I missed in the ten minutes I played, you're going to have to read a few tooltips. Thankfully, the UI design doesn't make this very hard. Developer, if you're reading this, I would suggest broadening the tutorial a little bit, or have a very tiny tutorial compaign to explain a few more details before the player is thrust into the town screen. Having so much information thrust in front of me at once turned me off from the game more than it excited me.

I won't nitpick any more than this, but really, it should be more like what it's inspired by... Angry Birds.. So, what makes these kinds of games fun for me (Crush the Castle, Angry Birds, Some Math Game I Played During Elementary School That Wasn't Blocked), is seeing everything collapse after knocking down a pillar or taking out a wall. Though I also keep the objectives in mind, seeing a gigantic structure crumble to dust with just a few well-placed cannonballs/dynamite/boulders is what's fun about these games.

In Blasted Fortress, while the cannonballs are tied to physics, the fortresses aren't. Taking out an entire layer to a fortress does not split apart the roof and send it tumbling down, and taking out the bottom of a tower does not cause it to topple. Nothing moves, actually... no matter how much damage you do, every (intact) block stays exactly where it was at the beginning of the siege. This is my biggest complaint; it's taking away my reward. I don't give a♥♥♥♥♥♥about making money, or completing random levels, or completing minigames, or whatever other side content the game has to offer. I just want the fortress to be ♥♥♥♥ing BLASTED.

As for all of the side content, it comes completely out of the blue after that short (but helpful) tutorial when you start a new game. It tells you how to shoot, how to block, and where to go if you want to do more shooting and blocking, but for minigames, passive income, monster hunting(?), voodoo magic, penalty blocks (and different block types in general), and whatever else I missed in the ten minutes I played, you're going to have to read a few tooltips. Thankfully, the UI design doesn't make this very hard. Developer, if you're reading this, I would suggest broadening the tutorial a little bit, or have a very tiny tutorial compaign to explain a few more details before the player is thrust into the town screen. Having so much information thrust in front of me at once turned me off from the game more than it excited me.

I won't nitpick any more than this, but really, it should be more like what it's inspired by... Angry Birds.



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