Matt: "...it focuses more on the upgrades and unlocking things..." Me: Uh oh. That is not Matt's forte. He's also still keeping the branch lengths equal which makes the surges arrive in the deathzone at the same time and overwhelm it.
To be fair, towards the end it looked like the enemies on the longer branch were actually receiving a speed boost, they looked to be arriving the cluster of pyros and guns the same time as the enemies from the shorter branch.
I swear that last video he learnt that 1) spread out your pyro towers, they don't stack if they're all in the same place, and 2) setting some guns to priority target corrupted enemies is a good idea. Apparently he just completely forgot that? Architect move
Dear RCE, I've been watching a lot of your tower defense videos lately. I'd like to see a return to the genre, but I'd like you to demonstrate how an Engineer comes back better than ever before. A few common lessons I can see you gaining value from are as follows: 0. Your key ratio is always, "%HP Damage Done relative to Distance Traveled From Spawn". %HPD to DTS ratios are an accurate metric for comparing how far they have left to go versus how much damage you do over that distance, versus how much damage they can take. 1. Your defensive capability should always get stronger the closer to home. If your strongest is forward and cannot win, what will weaker units behind that be able to do? 2. Damage Over Time should occur before Slow effects, to increase the amount of damage done per distance closer to your tower they travel. 3. Choke Points are ideal for AoE (mortars, etc), and Slow effects amplify that. (other games have slow towers, some have buffs to existing towers. Slow always wins.) 4. Repeating Status Effect Clusters that group enemies by slowing the leaders, apply DoT and AoE, and reapply slow, will nearly eliminate the need for basic towers. A mortar whose max range is at the entrance of a choke point, with a "target first" slow effect, a fire and bleed and poison, and then a "target last" slow, will create manageable killzones of a specific size to target problem areas. If you built your killzone and upgrade from closest-to-base, out, then you can repeat this process for a known value of currency, allowing you to plan further ahead or adapt your killzones. I suspect your Tower Defense Skills will see a tremendous increase in utilitarian valuation, while clusterzones are easy to build in particularly strong shapes repeatably.
I do think the corruption makes this different enough for it to be it's own thing. I also think that mechanic is asking you to put long range towers with their AoE near the start targeting corruptors, so you dont constantly have to deal with red cards. But maybe that's just me 😉
one thing that might help is change the target on some towers so there not all aiming at the same person like 8 shooters 2 closest to temple 2 nearest 2 furthest 1 fastest 1 most health you had 13 towers just mainly at the first unit
If you like tower defense games, then I'd recommend infinitode 2. Best tower defense game I've played by some margin, incredible replayability with like 50 different base maps, impossibly long upgrade trees and using your resources to build your own maps that you can farm. I'm sure you'd enjoy building some strongly shaped custom maps. :P
I can see why you called this a clone of Rogue Tower.But it's a clone in a good way!It adds new mechanics & tweaks others,thus innovating the formula.The same thing happened with Half Life 1!
Here’s some things: The 100 percent is at which power the ‘gate’ is, so 3 gates with 33% is about the same as 1 gate with 100%, but it doesnt say when there is a ‘corruption’ thingy you have to destroy Also only place 1 flamethrower at the start and in the middle of the track, that will be the most efficient
Matt, I would wager that if you were to use the delay in seconds for reload on your mortars, you could upgrade them so there are mortars being fired every second... Js..
For instance set it so two towers fire, while the rest reload then offset each pair by a reload option so that each set of towers is reloading when one set fires...
@@benisrood as soon as I saw that you could upgrade damage and speed separately it made instant sense that not all 8 cannons had to fire at once if they all do the same damage. Spreading it out so you have one or more volleys per second is way better than one volley every 4
Had this video playing playing in the background for my first mini ever. Thank you so much for the help! Love my gloomhaven voidwarden! Holy smokes a million crevices! Haha
did you watch the whole video? you definitely can upgrade the towers further so i dont think it stop at level 4 if there is progression outside of rounds
Maybe not put towers, especially fonts, on spaces adjacent to the path? I think a lot of your corruption came from the fonts that weren't doing anything.
Exactly! Saw a video of someone else of this game, and they did just that. About 90% of RCE’s corruption was from that, and he had PLENTY of mana to spare... but hey, that’s RCE for you, just how we like him.
Good game. Currently only has 20 reviews on Steam. Hopefully this video prompts more people to give it a try. A lot of the negative reviews complain about it being too grindy but it seems fine to me.
It's true, he's value for money for any company that can get him to play their game, especially just for the price of a free key. There's a load of games I've got cos I saw Matt playing them. And there's yet more on my Wishlist just waiting for the price to come down enough. Steam have sales every 5 minutes so it's worth waiting for one. You'll see which games are usually discounted and which aren't.
@@Ogrecrusher Year, does feel like that. I miss the old days when games were truly unique. Like Doom. And Heretic. And Blood. And Rise of the Triad. And all the other things literally labelled Doom clone. If I stop being facetious there for a minute though, a game giving inspiration to a class of other similar games has been around since gaming was a thing. This looks quite a lot different to Rogue Tower in terms of meta game and gameplay focus. At least in the way that both games are tower defence games that stole the core idea from something much older than they were.
@@Ogrecrusher i think the issue isnt with the game its with the players, this game literally has only 2-3 things in common with rogue tower: being a similar genre of game, and having mana fountains and having towers that can be upgraded literally thats it, everything else is unique to this game, the faith, the way you unlock new towers, the way you have negative effects the way how paths can actually "finish" so you stop worrying about that path, the way enemies can corrupt your towers, the whole faith mechanic brand new too, the upgrade system at the end look very different from rogue tower too, also rogue tower is very weird with the way you zoom in and the ui being so annoying at times, but this is the problem with people they see a few things that are similar to another game and they call this game a copy of that one... so if any tower defense game uses fire, ice attacks and all the typical weapon types or shielded enemies or elemental enemies or poison or whatever does that mean that each game copies the other? of course NOT its just that they are the same genre that was alive for decades of course we running out of unique ideas when most ideas were already done or tried, if 90% of the game is different from rogue tower then how can you call it a copy of rogue tower? so if a new game will come out that is same genre with this with unlocking paths etc will you call that a copy of this game? or a copy or rogue tower? also we got isle of arrows which arguably is also the same game idea just with some differences and a very different art style, but i think people call this game a copy of rogue tower also because the artstyle kinda similar block style more "pixel" like graphics
It sort of is a scuffed version of Rogue Tower (which is fairly scuffed on its own) but does look fun, maybe not as difficult which for someone like me who struggles in RT could be a nice change of pace.
Day 212:Dear Matt, I have a very good video idea Gather all your editors and make them all have 3 chances to make the cheapest,best and most efficient bridge, or the best score on any motorway game(e.g AQR, that one train game, ect...), or who make the longest and most efficient shapes.And see who is the best editor and is worthy of the rank of a classified engineering. From me.
so many games nowadays look so similar to others in style, gameplay and genere^^ First you played that Domekeeper Clone Then the Dorfromantik Clone And now a Rougue Tower Clone Well I guess as long as they improve the game they copy from its okay, I guess
Game has nothing to do with Domekeeper or Dorfromantik, feels like you pulled that one out of nowhere. It's distinct from Rogue Tower though, despite obviously being based on it. New graphics, game mechanics, different upgrades... It's nice to see other games taking inspiration from a good game.
So is this a "we have rogue tower at home" sort of thing or are the differences enough to make it unique? Let me know your thoughts fellow engineers!
Hello 👋
You should've said that you had an "Explosive Six Pack" instead of a mortar six pack XD
I thought rogue tower got a huge update and was confused for a bit, but it seems heavily influenced by rogue tower but with more mechanics
For me the game mechanic is better but the enemies need a little rework 😅
i think there is enough differences
20:26 Rce Picking fog over loose a third of your gold:
Also rce having 6 gold-
Only the true greed of an architect would be unwilling to sacrifice gold, even if that sacrifice was only 2 gold to begin with :P
At least he's consistent ¯\_(ツ)_/¯
I swear, I'm not convinced he's a real engineer yet
@@thomasphillips885 he might be an architect
bLASFAMEY
They had to make a rogue tower game that forces you to upgrade for Matt to actually upgrade his towers
Btd6
8:24 Nah it’s a WIDE amongus
You should set some towers to target corrupt monsters
Matt: "...it focuses more on the upgrades and unlocking things..." Me: Uh oh. That is not Matt's forte. He's also still keeping the branch lengths equal which makes the surges arrive in the deathzone at the same time and overwhelm it.
To be fair, towards the end it looked like the enemies on the longer branch were actually receiving a speed boost, they looked to be arriving the cluster of pyros and guns the same time as the enemies from the shorter branch.
I swear that last video he learnt that 1) spread out your pyro towers, they don't stack if they're all in the same place, and 2) setting some guns to priority target corrupted enemies is a good idea. Apparently he just completely forgot that? Architect move
I have to hope he plays bad on purpose, I really don't want someone like this designing buildings or bridges
RUTHLESS!
Please, this was amazing, can we have more?
Dear RCE,
I've been watching a lot of your tower defense videos lately. I'd like to see a return to the genre, but I'd like you to demonstrate how an Engineer comes back better than ever before.
A few common lessons I can see you gaining value from are as follows:
0. Your key ratio is always, "%HP Damage Done relative to Distance Traveled From Spawn". %HPD to DTS ratios are an accurate metric for comparing how far they have left to go versus how much damage you do over that distance, versus how much damage they can take.
1. Your defensive capability should always get stronger the closer to home. If your strongest is forward and cannot win, what will weaker units behind that be able to do?
2. Damage Over Time should occur before Slow effects, to increase the amount of damage done per distance closer to your tower they travel.
3. Choke Points are ideal for AoE (mortars, etc), and Slow effects amplify that. (other games have slow towers, some have buffs to existing towers. Slow always wins.)
4. Repeating Status Effect Clusters that group enemies by slowing the leaders, apply DoT and AoE, and reapply slow, will nearly eliminate the need for basic towers.
A mortar whose max range is at the entrance of a choke point, with a "target first" slow effect, a fire and bleed and poison, and then a "target last" slow, will create manageable killzones of a specific size to target problem areas. If you built your killzone and upgrade from closest-to-base, out, then you can repeat this process for a known value of currency, allowing you to plan further ahead or adapt your killzones. I suspect your Tower Defense Skills will see a tremendous increase in utilitarian valuation, while clusterzones are easy to build in particularly strong shapes repeatably.
I do think the corruption makes this different enough for it to be it's own thing. I also think that mechanic is asking you to put long range towers with their AoE near the start targeting corruptors, so you dont constantly have to deal with red cards. But maybe that's just me 😉
This is a nice game, you should play some more in my opinion
Ñame?
Cant believe I made matt wait for 8 secs. Shame on me. Also can finally start my day thanks matt
Same
Huh?
Play Space Engineers. A block based sandbox game, not a tower defense game but it has "engineers" in the name, so seems like a candidate.
I'd love to see more of this game
one thing that might help is change the target on some towers so there not all aiming at the same person like 8 shooters
2 closest to temple
2 nearest
2 furthest
1 fastest
1 most health
you had 13 towers just mainly at the first unit
If you like tower defense games, then I'd recommend infinitode 2. Best tower defense game I've played by some margin, incredible replayability with like 50 different base maps, impossibly long upgrade trees and using your resources to build your own maps that you can farm. I'm sure you'd enjoy building some strongly shaped custom maps. :P
I love his little DangerouslyFunny reference at 0:44. 😅
This needs to be a series i love this
I can see why you called this a clone of Rogue Tower.But it's a clone in a good way!It adds new mechanics & tweaks others,thus innovating the formula.The same thing happened with Half Life 1!
yes please make a series about this, it was amazing
Here’s some things:
The 100 percent is at which power the ‘gate’ is, so 3 gates with 33% is about the same as 1 gate with 100%, but it doesnt say when there is a ‘corruption’ thingy you have to destroy
Also only place 1 flamethrower at the start and in the middle of the track, that will be the most efficient
YES!
Matt, I would wager that if you were to use the delay in seconds for reload on your mortars, you could upgrade them so there are mortars being fired every second... Js..
For instance set it so two towers fire, while the rest reload then offset each pair by a reload option so that each set of towers is reloading when one set fires...
He is truly terrible at these games. Right from the beginning, the first gun tower was in an awful position.
@@benisrood as soon as I saw that you could upgrade damage and speed separately it made instant sense that not all 8 cannons had to fire at once if they all do the same damage. Spreading it out so you have one or more volleys per second is way better than one volley every 4
Had this video playing playing in the background for my first mini ever. Thank you so much for the help! Love my gloomhaven voidwarden! Holy smokes a million crevices! Haha
Almost bought it, Glad you mentioned the towers max out at level 4. Can't have that.
did you watch the whole video? you definitely can upgrade the towers further so i dont think it stop at level 4 if there is progression outside of rounds
Maybe not put towers, especially fonts, on spaces adjacent to the path?
I think a lot of your corruption came from the fonts that weren't doing anything.
Exactly! Saw a video of someone else of this game, and they did just that. About 90% of RCE’s corruption was from that, and he had PLENTY of mana to spare... but hey, that’s RCE for you, just how we like him.
I'd love to see more of this !!
The map is the strongest shape 5:01
4:58 strongest shape
Yes more of this pls it's nice to see you play it
Good game. Currently only has 20 reviews on Steam. Hopefully this video prompts more people to give it a try. A lot of the negative reviews complain about it being too grindy but it seems fine to me.
Hello fellow engineers!
When Motorway Matt becomes Mortar Matt. Love this game btw, will give it a try tomorrow.
Having a better UI than the other one makes it way nicer already.
Nice game bruv
Nice vid bro
21:50 gigiti
Matt's Back with yet another addictive game. Half My game folder is filled with games Matt has played in the past I swear😭😅😂
It's true, he's value for money for any company that can get him to play their game, especially just for the price of a free key. There's a load of games I've got cos I saw Matt playing them. And there's yet more on my Wishlist just waiting for the price to come down enough. Steam have sales every 5 minutes so it's worth waiting for one. You'll see which games are usually discounted and which aren't.
Unrelated but I think a novel video idea would just be strapping a gopro to your chest and showing off a days work as a civil engineer.
This seems very much like a reskin of rogue tower
So many games these days just seem to be "Other game but a bit different".
@@Ogrecrusher Year, does feel like that. I miss the old days when games were truly unique. Like Doom. And Heretic. And Blood. And Rise of the Triad. And all the other things literally labelled Doom clone. If I stop being facetious there for a minute though, a game giving inspiration to a class of other similar games has been around since gaming was a thing. This looks quite a lot different to Rogue Tower in terms of meta game and gameplay focus. At least in the way that both games are tower defence games that stole the core idea from something much older than they were.
@@Ogrecrusher i think the issue isnt with the game its with the players, this game literally has only 2-3 things in common with rogue tower: being a similar genre of game, and having mana fountains and having towers that can be upgraded literally thats it, everything else is unique to this game, the faith, the way you unlock new towers, the way you have negative effects the way how paths can actually "finish" so you stop worrying about that path, the way enemies can corrupt your towers, the whole faith mechanic brand new too, the upgrade system at the end look very different from rogue tower too, also rogue tower is very weird with the way you zoom in and the ui being so annoying at times, but this is the problem with people they see a few things that are similar to another game and they call this game a copy of that one... so if any tower defense game uses fire, ice attacks and all the typical weapon types or shielded enemies or elemental enemies or poison or whatever does that mean that each game copies the other? of course NOT its just that they are the same genre that was alive for decades of course we running out of unique ideas when most ideas were already done or tried, if 90% of the game is different from rogue tower then how can you call it a copy of rogue tower? so if a new game will come out that is same genre with this with unlocking paths etc will you call that a copy of this game? or a copy or rogue tower? also we got isle of arrows which arguably is also the same game idea just with some differences and a very different art style, but i think people call this game a copy of rogue tower also because the artstyle kinda similar block style more "pixel" like graphics
Yeah, this is pretty cool.
It sort of is a scuffed version of Rogue Tower (which is fairly scuffed on its own) but does look fun, maybe not as difficult which for someone like me who struggles in RT could be a nice change of pace.
So corruption encourages you to have your towers further away from the path.
3:29 and 3:40
420 for a gun turret ;)
5:08 mat didnt even notic the strongest shape
I’m happy to be here early! Can everybody just appreciate how amazing RCE’s content is? Thankyou
I can
Architecture=somthing looks nice.
Engineering=functionality
What if something is functional and looks good?
Hi Matt👋😄
Best content on UA-cam.
Amazing game you found
BOOSH! made it look easy
You should try Tower Tactics Liberation. Tower defense game with cards, constant updates.
Cool game, though i kinda wish they didn't have so much similar to Rogue Tower, like how similar the mana system seems to be..
Blocky graphics, punishing mechanics, upgrades on upgrades, what more could we ask for?
Engineer 4 life
Nothing says "peaceful, loving religion" like gun turrets 😂
how else are they supposed to defend themselves from the hordes of the undead
To be honest now I think Matt should just make his own Tower defence game about defending from architects with over engineered weapon designs
Its 2:08 am in the morning in Australia
Day 212:Dear Matt,
I have a very good video idea
Gather all your editors and make them all have 3 chances to make the cheapest,best and most efficient bridge, or the best score on any motorway game(e.g AQR, that one train game, ect...), or who make the longest and most efficient shapes.And see who is the best editor and is worthy of the rank of a classified engineering. From me.
Wait... this is a different idea??
@@RealCivilEngineerGaming yes i said i changed yesterday
@@RealCivilEngineerGaming i can restart at day 1 if it doesn't feel authentic enough
how did Matt not see the strongest shape at 4:59
Hi Matt I love your videos
Love your Videos
Ok
@@tribikramsahoo2491 okay
Ty
I have never had a stranger comment me
WOW
4:21😂
pc only? >.> ugh.. so much potential
I love this plz play again
Hey, could you try the game Airport CEO? It's a fun game and I think you will like it :)
Play Factorio!! 🥺
Please try team fortres 2 Aš engineer pleaseeeeee
This game is like rouge tower and this is my 2nd time watching this but seriously its a lot like rouge tower now that i realise it
POV: your waiting for the “can we appreciate the effort Matt puts into his videos” :skull:
Yeah the stupid bots.
21:48 gigiti gigiti
That mortar icon looks strong
I'd like to see more honestly.
Who else comes to this channel to look for games to play
Never forget: Always have a lot of Manar generation
Found this yesterday on crazy games it’s ok
Matt got a new add for clash of clans😂
its awsome videos
Its a strong map formation 4:32
If only you could time the mortars for s constant barrage, that could have genuinely kept them completely off
👍
there is already a 100 comments :skull:
Will rouge tower ever return?
Nice one keep it up
1:30 he says marna not mana
Keep up the good content
I like it
Do the song "architect" by DEUS
i played this game before
Play bad piggies it is very engineering game
Play more of this
Can u play more of this please
i didnt realize this was uploaded justa few minutes ago
Damn i really wish this was on mobile
Giggitty
U should play defence zone 3
This is literally just Rogue tower with new visuals
Title calls it unreasonable but those upgrades are pretty tame if not lame
More!
so many games nowadays look so similar to others in style, gameplay and genere^^
First you played that Domekeeper Clone
Then the Dorfromantik Clone
And now a Rougue Tower Clone
Well I guess as long as they improve the game they copy from its okay, I guess
Game has nothing to do with Domekeeper or Dorfromantik, feels like you pulled that one out of nowhere. It's distinct from Rogue Tower though, despite obviously being based on it. New graphics, game mechanics, different upgrades... It's nice to see other games taking inspiration from a good game.
@@ZakTheFallen this isn't similar to dome keeper, but he played a domekeeper clone and a Dorfromantik clone the other day
Day1 asking matt playing cities skylines again!!