Tiny Guardians takes an oversaturated type, flips it entirely around, and conveys a tomfoolery and drawing in an experience that I’m not afraid to say I’d prefer playing right now than composing this review. The critical fixing in Tiny Guardians is the game’s opposite tower defense, and it’s entertaining.
In typical tower defense games, the player is liable for eradicating adversaries as they clear their path through. Players place towers (or varieties of buildings) along the ways to dispense with approaching adversaries. In Tiny Guardians, the recipe is switched, permitting the player to be the one moving along the way, managing foes surprisingly them.
|Platform||Android, iOS, Steam|
|Special Feature||Heroes instead of towers|
If you’ve played Anomaly 2, you’ll have an intelligent thought about how Tiny Guardians functions. In Tiny Guardians, you have more extraordinary adaptability in moving your units, and you are not (totally) got into a foreordained way.
The primary goal is to safeguard Lunalie, the game’s hero, as she advances through the level. When adversaries approach, Lunalie consequently goes after them, yet the foes will rapidly get the better of her if the player doesn’t bring in well-disposed troops.
This is where the opposite tower guard technician becomes an integral factor. By killing beasts, players can bring extra units or redesign their current ones. Just a specific number of well-disposed units can be in play at a time, so players should decisively arrange for which teams they use.
Tiny Guardians Gameplay
To go past just setting protectors around Lunalie, the player can revamp their situations to fit the constantly evolving fights.
Suppose you’re riding with Lunalie, a tracker, two officers, and a mage. The officers and the tracker are on the bleeding edge, while Lunalie and the mage assault in a good way, as they don’t have as much well-being as the other three units. Unexpectedly, many wolves show up out and about behind the gathering. With a finger flick, the player can arrange for the troopers to reposition themselves against the oncoming foes while the tracker, mage, and Lunalie polish off the current adversaries.
Situating is a significant piece of Tiny Guardians. A few supervisors and minor managers deal with harm in specific regions, so the player should generally be prepared to change their soldiers anytime in the battle.
The main issue with Tiny Guardians is its likeness to the Kingdom Rush games. The similarities are uncanny, from the anonymous units to the general workmanship style. Assuming you had let me know it was a Kingdom Rush side project, odds are good that I would have trusted you. While impersonation is the most unique type of sweet talk, an excess of impersonation can be restricted, mainly when it conceals a real one-of-a-kind encounter under an excessively recognizable facade.
Besides the appearance of Tiny Guardians (Kurechii), I can sincerely say that I have never played a game like this. I can’t suggest it profoundly enough. This is an extraordinary interpretation of tower defense worth the cost of affirmation.
Tiny Guardians VerdictTiny Guardians
Storyline100/100 The bestTiny Guardians have a simple story. Touching adventure will get you emotional until the end.
Graphics / Design100/100 The bestI loved the graphics and images. A very detailed arts and animations. The design of controlling heroes, developing and improving them still unique.
In-app purchases100/100 The bestThere are some skins that you can buy with in-game currency and real money. When buying the game - you can play it full with the DLC (came later).
Controls80/100 Very goodI lost controls sometimes due to little characters.
- Interesting design
- Micro-management system
- Multiple strategies to finish the game
- A short story
- Lack of heroes types
- No sequel