Siegecraft TD Review

Mobile gaming is no stranger to clones, retreds, and rip-offs, but occasionally imitation being the sincerest form of flattery pays off. Siegecraft TD isn’t, by any means, an original game. In fact, it’s a straight-up mix of Kingdom Rush and Fieldrunners. Since both games are terrific, a melding of the two seems like a logical step. As it turns out, it works great.

Some might be familiar with the original Siegecraft. It was a excellent looking physics-based game of destruction with a much more serious tone. This game is almost completely unrelated. Both have medievil fantasy settings and catapults, but that’s about it.

Ditching the more realistic graphics for cartoonish and very Kingdom Rush-style art, Siegecraft TD offers open path maps like Fieldrunners. This lets players create their own paths of death for the reptilian bad guys trying to siege the castle. Using a mixture of walls and towers, players must quickly construct ways to lead the enemy as opposed to the enemy just finding ways to avoid the range of defense towers.

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There’s a wide mix of ground and aerial enemy types, some fast and weak, others slow and tanklike. The individual levels aren’t quite as long and unforgiving as Fieldrunners 2’s were and the game offers a lot of engaging tower defense gameplay. All the mechanics are exactly what gamers are used to. Each downed enemy provides gold, which is used to either build new towers or upgrade current structures.

There are archery towers, catapults, spell-slingers, druid posts that shoot speedkilling webs, and more. The game doles out the towers gradually at first, and allows players to select the ones they want to have access to within each level. It’s simple to play, familiar, and has enough challenging elements to make it worth a look even for gamers burned out on endless clones.

While the single-player portion is solid, the additional of a creatively done Risk-style multiplayer could be the biggest reason to download Siegecraft TD. Up to four players square off on a board divided into territories. Each player starts with a home base, and the rest are controlled by evil reptile forces. The game is turn-based, and each turn players have an opportunity to conquer new land, build up their forces and resources, or research new technology. When one player feels strong enough, they can attempt to take over another’s home base. Take over everyone’s and win the game.

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What’s most interesting about this design is that it enables players to basically play the tower defense game against the AI to conquer land, but the towers built and money earned stay in that territory. This is important, because defending conquered lands is a key element for survival. It’s a strange sort of game of real estate and planning as opposed to direct physical confrontation with the other human players, and feels very much like an actual board game.

Granted, the multiplayer is a bit daunting at first, but manages to be surprisingly creative and deep. The solid tutorial helps get players up to speed, and it’s great to see a real attempt at making tower defense more multiplayer focused.

While Siegecraft Tower Defense isn’t shy about the two games that influenced it, it’s a logical melding of similar play styles. This results in a fun, easy to pick up game with some great play elements. The addition of the interesting multiplayer adds even more value, making this a well-rounded and recommended addition to any strategy lover’s collection.