So I'm sure most people have heard one way or another of the second Kingdom Rush game coming out.
This discussion is for discussing that game. What would be some of the things you'd like to see in the new game? What do you want to see come back from the first game? What would you like changed? How excited are you that we're going to soon be seeing the second Kingdom Rush game?
As for myself, I'm hoping that the Sequel maintains the purity of the first one. I liked the simple graphics and gameplay. I liked how the maps were interactive (killing the sheep, catching fish, and activating windmills). Seeing that again would be a treat. I'm also hoping that the towers from the first game come back in the second one. Nothing would be more devastating than to see the towers have a complete makeover. I highly doubt it would happen, but still... Lastly, I want them to keep the upgrade tree. I most definitely liked the style of the star upgrades. I thought they were very well thought out and developed, and I would like to see the tree with its same or very similar cleverness of build.
Things I want changed? I might be secretly hoping for maybe a different kind of tower, but if that doesn't happen, I'd still be happy. I would want the levels to be a little bit longer perhaps. It seemed like I would just be hitting my stride in the tower building process and then it would be over, which was kind of disappointing. So if they would add longer levels or maybe add an "Endless" mode, I would thoroughly enjoy the game all the more.
I think the ideas of an Alchemy tower of sorts would be spectacular. Something that doesn't really do damage directly but benefits all the other towers by giving them boosts.
For example it could make "Attack Potions" that would increase the attack of an Archer tower for 60 sec. Or a "Defense Potion" that allows the Infantry towers to increase their troop's defense and increase your reinforcement's defense as well ( or separately). Maybe a "Range Potion" to increase the range of Mage/Archer/Bomb Towers as well.
SuperAwesomeGuy2: Sorry dude. I wished so too, but they're using a new map. It is the next map on the KR world, so it will not be using any of the locations of the first game, or so Ironhide said.
KR just came out few weeks ago. To make a sequel to such an epicly amazing game, it requires some time. But I am pretty sure the maker will make a sequel, thanks to the huge popularity to the game.
Roty: Read the first and second pages of this thread. Follow the links provided and read Ironhide's comment. It will become very clear... Or if you don't want to do that, you can just trust me in saying that the game will be coming soon (they already have the game template from the first one, so they don't need to recreate the game), and that there is another game coming.
I do hope they continue the trend with the bosses being able to "disable" towers or something along those lines. Kept you on your toes lol.
Maybe they could have a boss, for this idea the last one would make sense, that would not only "disable" towers but de-level or destroy them. That would make it extremely challenging!
Maybe they could have a boss, for this idea the last one would make sense, that would not only "disable" towers but de-level or destroy them. That would make it extremely challenging!
I just got a new idea! A wizard enemy, he travels to a certain part of the map, and starts building a magic circle. It he is not killed before he finishes, then enemies will be able to use the circle to teleport past towers OR monsters will spawn from it.
Combine the 2 ideas, you've got a wizard boss! De-levels towers, (If they are level 1, they are destroyed,) Spawns Enemies and uses teleportation powers! Maybe he can summon the stone golems, I think it'll be nice to fight them for a change!
I know in the premium service their is a lightening spell, but could the alchemy tower the thread has been talking about create potions that could be "thrown" like a spell?
For example a poison potion that poisons a group of monsters or one that takes the sheep spell and applies that to a group of monsters.
Yeah, honestly it would seem that both throwing of spells and traps would be a lot like GemCraft... but then again, there are ways to make both of those features unique. Traps could be temporary, or upgradable, or movable. Spells could be upgradable, or disable-able, or deflectable...
Roty: Read the first and second pages of this thread. Follow the links provided and read Ironhide's comment. It will become very clear... Or if you don't want to do that, you can just trust me in saying that the game will be coming soon (they already have the game template from the first one, so they don't need to recreate the game), and that there is another game coming.
I want KR 2 to come too, but I don't see KR 2 anywhere on the links provided on Page 1 and 2.