(Note that I’ve removed the inline images because of the four-threshold. Click the links to see the original images.)
In my latest Misc News collection, I’ve already recommended Towers Trap, a brand new game on two mobile (Windows Mobile and Symbian S60) and desktop Windows platforms. GameZoneProject‘s official page is HERE. No matter what platform you have, I really-REALLY recommend giving the trial a try and play through the (initial) tutorial. (Again, you’ll have text rendering problems on VGA Windows Mobile devices). I’m pretty sure you’ll like the game.
In this strategy guide, I give you a far better and more thorough introduction to the game than the demo tutorial of the game. This includes explaining the difference between the available weapon types, the enemy (the “creeps” ), how the maze should be constructed etc. That is, first, make sure you play through the demo. After this, either start the Easy mode - or the 8k one so that you actually have a chance against the creeps. In a nutshell: creeps, your enemies, enter from the top and left. They must be stopped from reaching the other side. If they do, you lose lives. You only have 50 lives to start with, meaning you can only let 49 creeps reach the other side before the end of the game, which, at least in the 8k mode, consists of 80 waves of creep invasion.
The game is very well playable on touchscreen-enabled mobile platforms (and, of course, desktop Windows with mouse / stylus). On touchscreen-less ones like Microsoft Smartphone (Windows Mobile 6 Standard) or Symbian S60v3, playing the game is a little bit more complicated as the cursor moves pretty slow through the field. Hope a future version adds hotkeys for quickly jumping for example half a screen in a direction (utilizing the currently not used buttons). On the other hand, these platforms support quick weapon selection (using the numbers).
Now, let’s take a look at how the weapons can / should be used.
Weapons at our disposal
http://www.winmobiletech.com/072008Towers/sniper.jpg
Sniper. Very useful, ranged, anti-ground&air, non-area-damage (non-splash) weapon with multiple functionalities. In the beginning of the game, it’s what you’ll need to buy (unless you play in the 8k mode) to successfully defend yourself against at least the first few waves of creeps until you can purchase more advanced weapons like Shocks and, even better, Earthquakes and/or Cannons.
However, its usage doesn’t end at this! It’s not just an early game weapon. Actually, I’ve found it much more useful than the Cannon & Air combo when talking about ranged weapons. (That is, I’ve lost almost all of my 8k games when I’ve gone mass-Cannon & Air, unlike with mass-Snipers. Both using the recommended three-wide vertical structures, mostly Earthquakes being outside and Cannons / Airs / Snipers inside to be protected from the lockdown of Ice creeps.
http://www.winmobiletech.com/072008Towers/rlaunch.jpg
Rocket Launchers. (Referred to as Luncher.) Much better (almost twice as long) initial range than those of Snipers. It’s also somewhat stronger. However, it costs double the price and can’t be used against air opponents.
http://www.winmobiletech.com/072008Towers/cannon.jpg
Cannon. This very expensive, (only) anti-ground weapon has pretty low (2) damage and moderate range (between that of Sniper and Rocket Launcher).
http://www.winmobiletech.com/072008Towers/shock.jpg
Shock. While it’s pretty weak (5) and has as bad a range as Sniper, it has a very useful feature: it slows down all creeps it manages to shoot at for quite a lot of time. This is essential. However, as it’s mostly because of this (pretty much permanent) side-effect that it’s worth using and, otherwise, has low damage, I don’t recommend going for mass-deployment. In most cases, 10-14 will be sufficient even in end-games: 4-5 Shocks at both entrances and, if you have a long (ground) path, some additional Shocks when the initial shocking effect is eliminated.
http://www.winmobiletech.com/072008Towers/airrr.jpg
This only anti-air weapon, Air, is much stronger (strength: 20 vs. 8) than the other anti-air-capable one, Sniper and has a much bigger range (10 vs. 6). However, in practice, I’ve found going the mass-Sniper (with some Shocks, placed at both entrances, to slow them down right at entering the field) route better in games. Remember: if you absolutely don’t use Airs and go the mass-Sniper route, it’s only the last two tides of creep airplane ships that may have a chance to get past of your defense (in 8k games).
http://www.winmobiletech.com/072008Towers/arth.jpg
Earthquake is an anti-ground weapon only. You will want to go the (mass-) Earthquake route as soon as possible as it has excellent splash (that is, damaging several creeps at the same time) damage (70; compare this to the 2 of the Cannon, the 8 of Sniper or 10 of Rocket Launcher). Its range isn’t very good (6) and upgrading it is very expensive (compared to, say, Snipers); therefore, you’ll want to place them to the creep path as closely as possible, while backing them up (mostly against the icy opponents) with Snipers and, possibly, some (very few) Cannons to easily get rid of closely-packed creeps / Shocks to make sure the initial slowdown / shock delivered to the creeps is safely repeated.
http://www.winmobiletech.com/072008Towers/radar.jpg
Radar. This is a passive structure with the only aim of showing invisible creeps. As is described below, in the “Enemy creeps” section, in general, it suffices to place only two or three of them (fully upgraded) onto the battlefield. Note that the icy creeps also block Radars; during this, invisible creeps will creep in undetected. Therefore, make sure you protect them in the same way as ranged weapons behind Earthquakes.
The (initial) stats of all these weapons is presented in the stats area:
http://www.winmobiletech.com/072008Towers/stats.jpg
This shows the strength in the top left corner (10 in this case), build cost (20) and range (10; bottom left).