Liberator TD
Tower DefenseLiberator TD is a glorious mix of tower defense and top down shooter genres set in a sci-fi world. Tasked with the mission to establish a new colony on...
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In the year 2133 Earth’s natural resources have been almost depleted, leaving it in a desperate state. Countries across the globe resolve to work together to excavate fuels from planets in nearby star systems. The strong combined global effort is what makes this possible. However, an alien race of bugs share a similar predicament to Earth.
Despite an advancement in technology their greediness and arrogance towards other races is reflected in their relentless and irresponsible consumption of resources. With their civilization, like humanity, on the brink of collapse they have rushed in to extract whatever they can from the neighbouring dormant planets, threatening human existence.
Your mission is to capture these planets by defeating the waves of bugs and Motherships before they can bleed all planetary resources dry.
A typical level takes place on one of the many planets contained within the game. Some planets are of a simple spherical shape. Later levels introduce much larger radii and various geographical elements such as mountains and oceans, making tower placement and enemy navigation limited. Furthermore, some levels take place on various environments found in space such as meteor debris.
The planetary resources act as the player’s lifeline. Should certain enemy types remain untouched for a set amount of time, they will ignore the player tower status and begin to drain the planet of its resources. A HUD indicator will notify the player, should this situation occur. Once planetary resources depletes, the level will conclude in mission failure, resulting in a retry. It is therefore crucial the towers remain active throughout the duration of each mission (see below).
Sunlight is required by both sides in order to maintain an advantage over each other. For the player, the sunlight is a necessity, and is essential for providing power to the towers. It’s never a bad idea to have too many solar panels in play if planet surface permits. To gain power, place a solar panel tower within the areas exposed to the sun, this will increase the maximum power capacity. The player may also place solar panels in the darker areas of the level, but this will only provide half of the solar energy.
The power level is visualised on the HUD as the following three states, FINE, CAUTION and DANGER. The player’s power consumption level is approaching maximum capacity, should the HUD indicator slip into the DANGER state. If the player then goes on to exceed the maximum consumption capacity, the towers will enter lock-down mode and cease to function, leaving your defences wide open. Destroy another tower or deploy another solar panel tower to restore power to the towers.
The solar energy applies differently to the alien bugs. The first enemy type code named “Klaw-I” boasts mushroom-like organic sensors on its back which are used to harness the solar energy and is the case for most enemy types. The solar energy grants the bugs special abilities that vary across each type. Some of these abilities include extra damage resistance, attack strength, movement speed, etc.
Each bug type expresses different preferences to the sunlight level. These preferences are Sun, Dark and Neutral. Each bug, depending on their preference, will attempt to maintain its presence within the areas they are strongest.
With the use of power ups and specific tower types, the player is able to both manipulate the planet’s physical orientation, affecting sun exposure, and create “dark spots”. By manipulating the planet’s orientation the player is able to determine which areas are exposed to the sun and vice versa.
It should be noted, however, that due to these abilities the player must bear in mind the position of their own towers in relation to the newly amended lighter areas.
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waz up! looking cool going to watch this
looks like fun, thanks for planning on linux!