There isn't much of a plot in either game, you're a king of sorts though arguably you possess too little terrain to really be considered such, and you have to defend against invading forces which may be from the legitimate king because you're claiming to be the king of an independent nation... That's three plots big.
Both games look pretty much the same, which in this case means ugly ducky, like one of those ad games for cellphones where you shoot towards a seemingly endless horde, and I was half expecting to move through semi transparent portals with multipliers through my entire run.
Let's face it, they're a copy of one another with the sole difference that Kingdom's deck tries to implement deckbuilding mechanics and just makes the already bland experience also RNG dependant.
Thronefall came earlier and it's better than its, let's euphemize, "more modern" counterpart. Better here meaning not absolutely atrocious.
| If you can't hear images, why am I hearing a muscly dude grunting and interjecting. "Aha! Yeah! Ugh! Wow!" |
Basically, you balance building defense stuff with resource yielding stuff based on the difficulty of the incoming waves. What plagues thronefall the most is an absolute lack of quality of life, your minimap only provides minimal information, you can't run from one point to the other of the map because of stamina, running itself is rather slow, the effectiveness of the defenses are hard to pin down as once you put a tower down you don't have a DPS counter or anything of the like, and overall, unless you have that specific modifier that makes it so you have more options, usually the way to win is pretty much telegraphed by the game.
It's somewhat fun when you start playing around map modifiers but these same modifiers make Thronefall an extremely unbalanced game.
After making a few joke runs with XCOM like difficulty, I had to manually fine tune the mods, some times without full knowledge of the mobs inside of an area, in order to make the experience feel more challenging. Leaving them all turned off just makes it too easy, and some combinations like "Buildings don't regen hp" + "enemies deal x more damage" make it nighly impossible to beat. While giving the player an option to make the game more or less difficult with such precisions is nice, giving the player a balanced base experience would be better.
While at first supporting the line with your own movable character seemed like a nice change of pace from traditional tower defense, it quickly proves to be more annoying than anything else. I spent most of my time in the game running in circles to stall enemies while the towers did their thing, and acting bait isn't exactly what I envision when I think of entertainment.
During one of the maps my entire job in the frontlines was literally just placing the horse on these narrow passages to act as a better barricade.
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