For those of you who were disappointed with how easy Tyler made this game look, know that he was playing the easiest world on only Normal difficulty, and his starting lineup of towers (he didn’t show the selection process, but you get to choose from 3 sets of 3 random towers out of a pool of at least 10) contains the two best towers in the pool of potential starting towers. This game can and does get much harder than this.
range is pretty solid if you can attack from further away - IF you maze properly. Also the Stun mechanic from enemies lets towers from further away still keep firing which can be very beneficial
@@lordsofhel1 I think end of the day it doesn't really matter, both upgrades will benefit you, but due to how TD games work, where enemy spam is prevalent, your towers will always be shooting regardless, so might as well go for DPS.
I really like that the enemies can affect your towers, I feel like that's something that's really rarely seen! Combod with adjusting the enemy path that makes a really cool mechanic where you want to adjust the path of the enemies in a way that maximizes your towers effectiveness while spreading your towers out enough that those stun attacks don't hinder you as much. Love that, really cool.
@@itsgottobethere9123 That's less enemies affecting your towers and more enemies straight up killing your towers but yeah, Arknights is great if you don't mind having to micromanage your towers sometimes (skill timings are important!).
2:46 I only half-agree: in a game like this, you probably don't need range for most of the time, because you pretty much create your own map, but for games with set maps, there are often multiple spots that enemies get stuck on for a long time, and when that's the case, range is a really nice way to make sure your towers aren't just sitting there half the round. Sure, if both spots are occupied at the same time it really doesn't matter, but with many layouts and wave patterns you'll find the enemies all group up in some spots early in the wave and other spots later on
This game's demo released about a year ago, and I loved it then but nobody I saw playing it had any skill playing tower defense games. Tyler, to say I am EXCITED to see you play this is an understatement!!
2:42 range actually does matter imo: a troop with more range allows it to attack earlier and later and be more reliable, thus increasing overall dps. That is why troops like tack shooters or snipers in btd 6 are balance, or why the shared vision for its subs is so good. It's not the end all be all, but I've never seen anyone claim that. Its just good to have
He said this in the video. Range is good if you can attack far earlier, but so long as your tower is attacking range is worthless. Though in this game specifically range is used to counter things such as the AoE stun because you get to spread your towers out more.
Pretty sure his point was that as long as the tower is attacking and doing damage, increasing its range isn't going to help. It's already doing damage.
it depends on the length of the rounds and enemy spacing. If the only point where you actually get to use the longer range is at the start and end of the round then it's not really adding much.
You might also like shapehero factory, which is mostly a roguelite factorio type game, but with defending a crystal, it's only a demo right now, but it looks like it will be quite cool when it's full release comes
I've put a healthy amount of hours into the demo & full game, and I've really enjoyed it. If this seems like your type of thing, I highly recommend it.
This was so nostalgic and awesome. It feels like this game is a mix of your old brand and your new brand, and it definitely feels amazing to watch. More videos of this game would be epic!
Somewhat similar maze making tower defense concept is used in FIELDRUNNERS (1 and 2). You should try that too because in that game towers themselves are placed to block enemies path and create mazes. Also towers variety is really good for fun strategies.
am I the only one mildly upset he didn't end up using like, any other towers besides the first three? Like come on, if you're crushing all your enemies anyway you might as well put down one or two new ones just to see what they do
I have this game myself, so I can answer this. When you first start off, there is nothing that carries between rounds, so there’s no reason to save your resources. Later on, you get a character that keeps a portion of your gold between maps, and a talent that gives you gems for every 50 gold you have left at the end of the map. Tyler completely neglected to show off either of these systems, which disappoints me greatly.
Not quite unique. I mean, a P2W chinese mobile game I play occasionally has an occasional TD event. And guess what? The towers are placed on the path _and take up space_ (with the only restriction being that you can't place 2 towers horizontally, vertically, or diagonally next to each other).
2:40 How good range is depends on 3 factors: 1. path length coverage; 2. number of segments reached; and 3. overlapping coverage. Detailed explanation on that: If your range increase doubles how much path you can see, then it's almost like doubling the attack speed. Especially against "single huge unit" waves. Being able to shoot for twice the travel time means twice the shots, same as 2x fire rate. If you're reaching a new segment of path, then you can fire at targets much sooner and keep firing as the wave goes by. Then when they reach the 2nd segment of coverage, the tower goes back to hitting the front-runner again. And for 3: extra range means your damage towers can make more use of the slow-down towers - or any other debuff. And just checking at 4:00 That slowdown tower now reaching before the cannons means it can apply its debuff for the cannons to use. That's huge.
But isolated giant monster waves are not the norm. Once you cover a path longer than the space between enemies, further range is marginal. Slowing or stunning enemies is effectively granting other towers more range (except that it also compresses waves, so it makes AOE damage slightly stronger). Mostly, the towers and upgrades we saw in this video are relatively cheap and independent, which would mean individual tower dps per gold dominates all strategy. Towers that increase DPS for other nearby towers--or other similar positional effects--is what really mixes things up in games like this, by making specific areas of the map much more valuable. Maybe they just didn't appear this run?
Despite the ease with which you completed the game, the core loop looked pretty fun! No additional upgrades on towers like you said, but the relics and other passive bonuses look like they have some depth to them!
finally a youtuber playing this game who's actually good at tower defense games. somehow it seems that all the coverage I found for this the players were just kinda on the strugglebus
As someone that was here before the original aliensrock50 break, that btd 4 intro hit hard. Also I'm onto you, stealing that top steam review of this game for this title 👀
Would it? I feel like air enemies in mazing tower defenses don’t add that much to strategies. You have less counterplay against them since your maze skills are invalidated, so it devolves into “did you make the dedicated anti air tower?” or “did you place your kill zone such that air units fly over it?”
Upgrade 1: +20 damage Upgrade 2: +25 to percent damage limit, inflicts poison that becomes AOE damage when subject dies, multiplying initial value of damage One is a flat increase and the other is a percentage+multiplicative increase. Upgrade 1 is almost exclusively better for enemies that are too spread out for AOE to work (rare), and with < 200 health (already get deleted by canons). Slowing enemies is an equivalent upgrade to increasing attack range, so as long as it’s backed by fire damage, poison chomper will be significantly better damage
range is also important for single target damage - if a boss has enough hit points to be targeted all the way through the tower's range and tank all the damage then range increase means that tower can have more impact of single targets - not important for aoe towers usually but range is a big part of what makes crossbow master good in btd 6.
Ok Aliensrock, Have you played Rouge Tower? I haven't played balloons, but watched it. So I could be wrong, but the depth of this tower defense game seems to be far greater than balloons. And after you finally beat the normal it can get more challenging in the way you want. More ways to enter your base; Also more ways ever turn (can be a bit much). Buffs to you and your enemy. Last, April fools which i will let you find out. Give it a try if you haven't its a great tower defense game.
Just wait until you try Heroic mod with Sacred flame (all battles are corrupt). It is hell. In bone desert the boss gets a little under 20k hp. As a side note try doing poison/electricity or poison/fire, they’re fun to use
23:33 weird idea here, but what if you placed the poison gate with sprinkler upgrade on the rails? circling the walls while covering like half the map in poison sounds wicked if it's actually doable, tho I suppose only single tile towers probably fit the carts
Isn't the fire rate upgrade on the ice towers just strictly better as a single upgrade (without being on a fire rate tile)? The damage upgrade is also just a 50% bonus to dps but the fire rate upgrade comes with range.
What? A tower defense game on this channel? What next, Bloons TD6?
He really did that he has a whole playlist on it
@@mirawaismehmood4520almost like he had 10 years spent in the bloons mine
You think that you're so funny don't you
@@OdeofodiumDo you just hate fun
@@mirawaismehmood4520 r/whoosh
For those of you who were disappointed with how easy Tyler made this game look, know that he was playing the easiest world on only Normal difficulty, and his starting lineup of towers (he didn’t show the selection process, but you get to choose from 3 sets of 3 random towers out of a pool of at least 10) contains the two best towers in the pool of potential starting towers. This game can and does get much harder than this.
Thank you
I mean, you crank the health, you crank the numbers and the player inevitably dies, that's how these games always work, nothing new
@@sunbleachedangel it does a good deal more than just turning dials on the numbers. further levels have mechanics he hasn't even seen.
@@GhostGlitch. Cool!
Yeah just try bone desert or even just grasslands Heroic mode with Sacred Flame equipped. God was it hard. It took me 12 fucking hours.
Bloons mentioned
Well he uses to play it
Go back to your roots tyler become monki
Blooms mentioned
Neurons activated
I see bloons, I watch bloons. When not watching bloons, I pop bloons.
range is pretty solid if you can attack from further away - IF you maze properly. Also the Stun mechanic from enemies lets towers from further away still keep firing which can be very beneficial
To add, attack speed and damage add only to DPS, but the amount of time you use that DSP is altered by the range. Range is very important.
@@lordsofhel1 I think end of the day it doesn't really matter, both upgrades will benefit you, but due to how TD games work, where enemy spam is prevalent, your towers will always be shooting regardless, so might as well go for DPS.
the aliensrock50 screen hit hard (i have never seen it before)
the nostalgia was so real (i have never seen it before)
for real (i have never seen it before)
yeah (i have never seen it before)
Bring me back to the good old days (i have never seen it before)
I hate these comments (I've seen this before)
9:27 Don't you just love it when you find out you have 80HP
I only have 70HP :(
oh, is it funny because it sounds like adhd?
@@bartolhrg7609 The joke in the video is that it sounds like "ADHD," but my joke was actually about (base) HP.
I just lo- ooh tower defense butterfly!!
Tyler: "I never take damage"
He causes emotional damage with the non-synergy.
He also causes emotional damage when he doesn't change the plants to "target highest hp"
@@dragonfire72 REAL
@@dragonfire72REAL IT HURTS
Nvm hes doin it
I really like that the enemies can affect your towers, I feel like that's something that's really rarely seen! Combod with adjusting the enemy path that makes a really cool mechanic where you want to adjust the path of the enemies in a way that maximizes your towers effectiveness while spreading your towers out enough that those stun attacks don't hinder you as much. Love that, really cool.
If you like enemies affecting your towers, you would love Arknights!
@@itsgottobethere9123 That's less enemies affecting your towers and more enemies straight up killing your towers but yeah, Arknights is great if you don't mind having to micromanage your towers sometimes (skill timings are important!).
@@SgtMurasaand also gambling
this guy's pretty cool. i hope he plays bloons one day
He already has
@@lele13z2r/whooooosh
@@lele13z2no he hasn’t? Why are you plainly lying?
One made the joke
One failed to understand it
One got the joke
And one is wrong
@@Hypernova7777 One made the joke
One failed to understand it
One got the joke
and One assumed them all
yessss, I have watched other people play this game suboptimally and I'm so excited to see you do it well
😂
sub-optimally is crazy 😭
@@tam_69420 nah they are right some of these people play like they are illiterate and never heard of a maze in their life
@@jaredbarnhart5640Tbf, Tyler made a good deal of mistakes himself. Obviously not enough to matter at all, but this absolutely wasn't optimal play.
How many games did you want to combine?
Emberwars: yes
2:46 I only half-agree: in a game like this, you probably don't need range for most of the time, because you pretty much create your own map, but for games with set maps, there are often multiple spots that enemies get stuck on for a long time, and when that's the case, range is a really nice way to make sure your towers aren't just sitting there half the round. Sure, if both spots are occupied at the same time it really doesn't matter, but with many layouts and wave patterns you'll find the enemies all group up in some spots early in the wave and other spots later on
This game's demo released about a year ago, and I loved it then but nobody I saw playing it had any skill playing tower defense games. Tyler, to say I am EXCITED to see you play this is an understatement!!
80 HP joke is the best part of this video
I don't understand it
@@tonyboi10 80 HP sounds like ADHD
Tyler just broke my mind with “range doesn’t matter if your tower is attacking something”
Thank you Tyler for popping the fire lizard.
2:42 range actually does matter imo: a troop with more range allows it to attack earlier and later and be more reliable, thus increasing overall dps. That is why troops like tack shooters or snipers in btd 6 are balance, or why the shared vision for its subs is so good. It's not the end all be all, but I've never seen anyone claim that. Its just good to have
He said this in the video. Range is good if you can attack far earlier, but so long as your tower is attacking range is worthless. Though in this game specifically range is used to counter things such as the AoE stun because you get to spread your towers out more.
Pretty sure his point was that as long as the tower is attacking and doing damage, increasing its range isn't going to help. It's already doing damage.
Range its specially good for debuff towers, that affect the wole area they in (usually slowdown towers)
it depends on the length of the rounds and enemy spacing. If the only point where you actually get to use the longer range is at the start and end of the round then it's not really adding much.
Usefulness of range is inversely proportional to the density of enemies
getting poison tower and making perfect setup for it on the next map then not using it until nearly the end is truly an aliensrock moment
this just made me remember i subbed to watch BTD Content and stayed because of you
We NEED a tower defense series
Top tier intro, should be at the beginning of every video
So glad to see more TD games on this channel again, i really missed BTD6
really fun game to watch, please MORE
I hope to see more of this game,it seems cool
becoming a favorite game on this channel. Can’t wait to see more of it down the road
Have been playing this for the last week and have had fun with it
You might also like shapehero factory, which is mostly a roguelite factorio type game, but with defending a crystal, it's only a demo right now, but it looks like it will be quite cool when it's full release comes
Let’s go, please make more tower defense content!
Watching Tyler play this after NL is crazy, the thought process is so different
I've put a healthy amount of hours into the demo & full game, and I've really enjoyed it. If this seems like your type of thing, I highly recommend it.
This was so nostalgic and awesome. It feels like this game is a mix of your old brand and your new brand, and it definitely feels amazing to watch. More videos of this game would be epic!
I feel like its an oversight for the flying enemies to not just fly over the blocks, adding an extra challenge
that sounds annoying XP
the reveal of pieces stretching up and down would be funny
two paths you have to watch at once
yeah flying enemies (esp flying bosses) were one of the main sources of actual challenge in td games where you build maze yourself
Just remember there are more maps in the future, we could see that
P p,@@dom7899
Somewhat similar maze making tower defense concept is used in FIELDRUNNERS (1 and 2). You should try that too because in that game towers themselves are placed to block enemies path and create mazes. Also towers variety is really good for fun strategies.
This game is so cool. Please play more of it.
holy shit a tower defence video on the Aliensrock channel
am I the only one mildly upset he didn't end up using like, any other towers besides the first three? Like come on, if you're crushing all your enemies anyway you might as well put down one or two new ones just to see what they do
I'm more upset by the fact when he knew he had strong enough defense he didn't just send the enemy waves and stop wasting resources.
@@RoderickEtheria Don't the resources reset between each map? Conserving them doesn't do anything
@dokchampa9324 unless you get better rewards for doing things with less resources. He didn't even consider testing this.
@@RoderickEtheria I mean, the game literally never indicates that to be a thing, would be weird if it was a hidden mechanic
I have this game myself, so I can answer this. When you first start off, there is nothing that carries between rounds, so there’s no reason to save your resources. Later on, you get a character that keeps a portion of your gold between maps, and a talent that gives you gems for every 50 gold you have left at the end of the map. Tyler completely neglected to show off either of these systems, which disappoints me greatly.
"HAND FULL!"
You know what they say about idle hands.
I grabbed this game because of your videos.
Small tip : The pre-built brown walls are able to have towers built on them as well.
So happy Tyler made video about this after seeing Wanderbots play this!
i like how you don't quit a game and completely disregard it like other youtubers
Seems interesting. It has a really unique way of making the path for the enemies, by placing everything else rather than the path.
It is not exactly unique, plenty of other games have done this
In no goddamn way is this unique. Tower defense games back in the flash era used to do this stuff lmao
Not quite unique. I mean, a P2W chinese mobile game I play occasionally has an occasional TD event. And guess what? The towers are placed on the path _and take up space_ (with the only restriction being that you can't place 2 towers horizontally, vertically, or diagonally next to each other).
that kind of mazing used to be the default in the original WC 3 maps (where many great game come from)
WC3 maps were TDs golden age
I would LOVE to see heroic next!
would love to see a series on this
I love this game!!! So glad to see you try it, I want more!
Oh heck yeah. Picked this up right after released. Please give the dev support! This game has amazing potential. Best purchase of my summer sale.
Dude this game is so cool. Wow 10/10 on this one.
MORE!! This game is very fun to watch very interested to see more
please play more of this, i really enjoy this game from you ❤
Okay this is actually looks really good
25:57 THE FUCKING GARRETT HOWARD REFERENCE ISTG
Would Love to see more content of this game😊
shame theres no endless mode yet, but nice to see it on the roadmap. Ill probably wait for endless mode before giving it a go myself
2:40 How good range is depends on 3 factors: 1. path length coverage; 2. number of segments reached; and 3. overlapping coverage.
Detailed explanation on that:
If your range increase doubles how much path you can see, then it's almost like doubling the attack speed. Especially against "single huge unit" waves. Being able to shoot for twice the travel time means twice the shots, same as 2x fire rate.
If you're reaching a new segment of path, then you can fire at targets much sooner and keep firing as the wave goes by. Then when they reach the 2nd segment of coverage, the tower goes back to hitting the front-runner again.
And for 3: extra range means your damage towers can make more use of the slow-down towers - or any other debuff.
And just checking at 4:00 That slowdown tower now reaching before the cannons means it can apply its debuff for the cannons to use. That's huge.
But isolated giant monster waves are not the norm. Once you cover a path longer than the space between enemies, further range is marginal. Slowing or stunning enemies is effectively granting other towers more range (except that it also compresses waves, so it makes AOE damage slightly stronger). Mostly, the towers and upgrades we saw in this video are relatively cheap and independent, which would mean individual tower dps per gold dominates all strategy. Towers that increase DPS for other nearby towers--or other similar positional effects--is what really mixes things up in games like this, by making specific areas of the map much more valuable. Maybe they just didn't appear this run?
Despite the ease with which you completed the game, the core loop looked pretty fun! No additional upgrades on towers like you said, but the relics and other passive bonuses look like they have some depth to them!
First person I've watched play this that understands you should get each tower to attack the most via zig zag.
13:52 - 13:58 BARS
This channel's video editor is isane, he does so much stuff to make things clearer
Keep up the good work and you are my favorite person
This game really reminds me of X Morph Defence with the blocking of paths
Oh, I remember Ultra C playing this! I've been looking forward to seeing more of this game.
"range doesn't matter in tower defense games"
my heart: *dies*
Great video 👍
To the editor, You got me when he said I can improve my deck.
if he plays the harder mode i will be clicking the notif instantly i love this
You finally became human again
Hope to see more of this!
finally a youtuber playing this game who's actually good at tower defense games. somehow it seems that all the coverage I found for this the players were just kinda on the strugglebus
How dare you show me a cool game I have never heard of and make me spend my money on it. After which I have an absolute blast with it.
28:30 editor always makes me chuckle 😂
I do like tower defense games, they are some of my favorites
5:27 bro pulled out the team tower stun 💀
As someone that was here before the original aliensrock50 break, that btd 4 intro hit hard.
Also I'm onto you, stealing that top steam review of this game for this title 👀
I think adding enemies who can fly over walls would make this more interesting
Would it? I feel like air enemies in mazing tower defenses don’t add that much to strategies. You have less counterplay against them since your maze skills are invalidated, so it devolves into “did you make the dedicated anti air tower?” or “did you place your kill zone such that air units fly over it?”
i was binge watching a lot of tyler's bloons td 6 videos imagine my surprise
I need to get this game imminently
Upgrade 1: +20 damage
Upgrade 2: +25 to percent damage limit, inflicts poison that becomes AOE damage when subject dies, multiplying initial value of damage
One is a flat increase and the other is a percentage+multiplicative increase. Upgrade 1 is almost exclusively better for enemies that are too spread out for AOE to work (rare), and with < 200 health (already get deleted by canons). Slowing enemies is an equivalent upgrade to increasing attack range, so as long as it’s backed by fire damage, poison chomper will be significantly better damage
ngl, this game reminds me alot of fieldrunners from my childhood
40 min is the perfect Alien's Time
That title has me half chubbing
This is very promising. It's like they looked at Rogue Tower and decided that they could just do that thing much better. Intersting game.
Reminds me a lot of an old Starcraft 2 Game called Entropy TD.
Very similar concept
This game seems really promising, it just needs to be higher than game journalist difficulty right now
Man, this just makes me wish that Bloons would return.
I wish Tyler would play Rogue Tower, would be fun seeing him figure it out
that was a title of all time
This reminds me of Desktop Tower Defense
Watching NL stumble through the game and then this makes it look like a completely different game lol
That 80hp ADHD joke had me giggling, ily editor
range is also important for single target damage - if a boss has enough hit points to be targeted all the way through the tower's range and tank all the damage then range increase means that tower can have more impact of single targets - not important for aoe towers usually but range is a big part of what makes crossbow master good in btd 6.
tyler thinking the main draw of the bottom path chomper is poison hurt me so much
"Range doesn't matter much if you deal damage"
- Certified bloons guy
I’ve seen this game on another channel and im expecting tyler to play this and yes he did
Ok Aliensrock, Have you played Rouge Tower? I haven't played balloons, but watched it. So I could be wrong, but the depth of this tower defense game seems to be far greater than balloons. And after you finally beat the normal it can get more challenging in the way you want. More ways to enter your base; Also more ways ever turn (can be a bit much). Buffs to you and your enemy. Last, April fools which i will let you find out. Give it a try if you haven't its a great tower defense game.
Just wait until you try Heroic mod with Sacred flame (all battles are corrupt). It is hell. In bone desert the boss gets a little under 20k hp. As a side note try doing poison/electricity or poison/fire, they’re fun to use
23:33 weird idea here, but what if you placed the poison gate with sprinkler upgrade on the rails?
circling the walls while covering like half the map in poison sounds wicked if it's actually doable, tho I suppose only single tile towers probably fit the carts
Neat, tower defense games are something i can do
Bloons? bloons td? what is this, aliensrock?
Finally, someone who knows how to maze is playing this
Isn't the fire rate upgrade on the ice towers just strictly better as a single upgrade (without being on a fire rate tile)? The damage upgrade is also just a 50% bonus to dps but the fire rate upgrade comes with range.
This game is looks amazing. I can’t believe this is made by an Indie developer.