

I generally start with a solar on the inner ring, but then have to skip over a research because the stock saucers are already on their way by that point. Rains Asteroid Mine is where I felt that the difficulty curve first went to shit. To keep things simple, let's discuss an earlier level. For sake of discussion, let's assume the former is the case. Again, I'm no tower defense savant, so it's possible I'm just screwing up somehow, but at the same time, I have sufficient experience to know what I'm talking about, and I didn't make my comments lightly. Looking at these results - which are based on the default moderate difficulty level - we are are happy that the game has the right difficulty curve." How would you rate the difficulty level in Unstoppable Gorg? "At the end of our three month beta, we asked our testers (many of whom were new to tower defense) to take a survey. Here, let me borrow the words of our Marketing Planner who discussed this issue on the Steam forums: However, trust me, we have put extensive time on playtesting to ensure the difficulty suits most players. Jakal: I'm sorry to hear you find the difficulty curve messed up. Unfortunately it seems an app cannot disable the pull down list, which would be the easiest solution. RaveBomb: We will see if we can do something about that in future updates. Thanks to all of you for posting on this thread, it's great to hear your thoughts on the game. I lova ya Futuremark, but the difficulty curve in this game is absolute bullshit. Otherwise? I'd wait for a sale.Įdit: Played several more levels. Worth buying if you're a fan of tower defense or 40s/50s sci-fi? Absolutely, as $10 USD release price is reasonable and impulse-buy territory for most. Summary is that Unstoppable Gorg is a well made tower defense game with a superb and fully-realized vintage sci-fi feel, though the gameplay isn't much to write home about. Further, I haven't gotten very far into the game, and know damn well that things get more complex (and likely much more enjoyable) later on. That said, I was never a huge fan of tower defense titles in the first place, so YMMV.

UNSTOPPABLE GORG DEMO PLUS
Unstoppable Gorg doesn't really offer anything new in terms of tower defense gameplay, plus the difficulty curve is all over the damn place. I've saved commentary on game mechanics for last, because unfortunately, that's the game's weakness. Using WSAD to select and rotate rings would rectify this shortcoming, though for all I know, that may have already been implemented. However, the rings are often close together, and thus it's easy to fumble which ring you intend to reposition. Your primary interaction with the game is to click-place satellites and to drag concentric rings to reposition them over the course of a level. The controls are a bit clunky, albeit functional. They do give you the option to zoom in, and the zoom function is designed intelligently, for what it's worth. As is often the case in tower defense titles, to actually play, you have to remain zoomed the hell out, and thus miss absolutely all of the detail that the FM team put into the friendly and enemy units, though note these units are somewhat plain to begin with. All of that said, you don't exactly get a chance to appreciate any of it.

I shouldn't have to explicitly applaud a dev for that, but these days, such a feat is apparently a tall order. Everything ran smoothly and looked great. Futuremark totally nailed the 1940/50s campy B-movie sci-fi feel the live action cinematics are superb, and I was quite charmed by the sparkler-powered rockets and wire-suspended saucers. The atmosphere and general aesthetic of the game is absolutely fantastic. Yeah, I've also played the first 6 or so levels.
