Circuit Defenders 2.0 almost ready to ship…
I have been working hard on some awesome new features for Circuit Defenders 2.0 with a strong aim in making the 2.0 a little less linear, requiring more user interaction to achieve certain objectives as well as an overall increase in difficulty and challenge.
Here is an incomplete summary list of new features in 2.0 :-
- 5 New enemy types (including Enemy Mortars that shoot freeze bombs, enemy lasers, an enemy bombers, etc. *keep reading below)
- 2 New tower types
- Powerups
- Tower to enemy damage matrix (including specific tower to specific enemy only damage)
- Save game state
- Plus more
Just for a bit of background to Circuit Defenders, I had never planned on making a Tower Defense style game, but had always loved playing them and one day I was sitting at my desk a work, daydreaming, working out in my head the general logic involved with how a TD game would work, and the next thing I knew, I was putting my theories to the test in a game prototype.
From there, it didn’t take me long to get excited about making my own TD game and 4 days later, I had a playable (though ugly looking) game working.
Two of the biggest challenges I faced with making Circuit Defenders was (a) coming up with a unique theme that allowed me to stray away from the typical TD game rules more on that in a moment and (b) designing some really cool looking art that lifted the level of visuals that most TD lovers were used to with all of the free TD games out there.
Stray from the typical TD rules? Yes, I decided that if I was going to invest time in making a TD game, I wanted it to have some points of difference from the usual suspects. “This tower only shoots ground enemies, this one only shoots airborne enemies” etc… I wanted to make more of a generic game, where (as you will see in 2.0) there is specific towers to deal with specific enemies, but the introduction of airborne entities is totally different in Circuit Defenders.
You have fighters that you can call in to attack enemies, and now the enemies have bombers that they can call in to drop a dangerous new enemy type all over the circuit board. So now you no longer only need to focus on the circuit track, but can get attacked from anywhere on the board. These new drop in enemies, will start to occupy places on the board that you may not have moved into yet, causing you some major grief when you start to expand your defenses into enemy territory.
The Powerups also enhance the game play, giving you features like Enemy Freeze, Tower Shields, Mega Upgrades and lots more. Powerups need to be manually targeted and shot by only certain towers types to be awarded, so if you want to get them, you need to sit and play, not set and walk away as many TD games styles allow for (including CD 1.x)
The save game state option allows you to have one saved version of any game level, for any difficulty level, and then re-load it and continue on at another time. When continuing a saved game, the saved version is removed, but you are able to continue to save your game during game play.
So, Circuit Defenders 2.0, due for release in January, is going to be an amazing update and free of course for all current Circuit Defenders owners.


