City Conquest returns!
We're thrilled to announce that City Conquest has returned!
We've spent the better part of the month working hard to polish our graphics and retune our single-player campaign design approach. We think you'll be thrilled with the results!
We have a ton of new features, a whole new level of graphical polish, and a brand new Kickstarter campaign with an all-new reward structure!
You can find our new Kickstarter campaign here: http://www.kickstarter.com/projects/paultozour/city-conquest-tower-defense-evolved
We also have a whole new screenshot library at
(... plus another photo set of me playing City Conquest on an iPad and iPhone, which you can find here).
We made far too many improvements to the graphics in City Conquest to be able to list them all, but here's an abbreviated list:
- Our artists tuned and re-rendered most of the units and buildings and adjusted them for contrast and brightness.
- We shifted all of the game’s units and buildings from 16-bit color to high-fidelity 32-bit color.
- We removed the old, “checkerboard”-style territory influence mapping system with a new, much more visually appealing system that shows only the terrain borders.
- We added drop shadows under all the major user interface elements and added a spinning holder around the main menu button.
- We replaced the purple coins with shiny, animated crystals with sparkle effects.
- We added a funktastic new animated button holder around the main menu button in the upper left corner.
- And just to break up the scene a bit, we also added a cloud system that makes clouds (and cloud shadows) continually drift across the game screen.
- ... And much more!
We've also been hard at work making dramatic improvements to the single-player campaign. In fact, we've come to the realization that City Conquest is so easy to play that we've been able to remove the Tutorial entirely!
Instead, we're splitting the early missions of the single-player game into separate types: "offense-only," "defense-only," and a few other special types that we're not quite ready to talk about yet. This way, we can begin the game with a "defense-only" mission that plays exactly like a classic tower defense game ... and then follow that up with a mission where you only attack and never defend!
This way, we can give you the separate pieces of the game -- offense, defense, and advanced concepts like territorial control and Mothership-based game effects -- in small, easily digestible chunks, with a ton of solid gameplay in each and every mission. Then, in later missions, we combine them to give you control over everything that City Conquest has to offer, all at once.
Thank you for your continued support, and we look forward to releasing City Conquest!
-The City Conquest team
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