
That last one is doubly important because near as I can tell, VectorTD is not about a flawless suppression of the whopping 50 waves of enemies. Certain enemy waves will drop a bonus point that can be used to boost attack power, range, money earned or boost your available stockpile of lives. well, they were supposed to slow down enemies, but I couldn't really get that work. Green towers attack enemies (and more powerful tiers can bounce those attacks to hit nearby enemies), red ones fire projectiles that can hone in on enemies, purple towers will drain energy and then send it back at the enemy (with the most powerful ones actually freezing enemies in place) and blue ones.

#Onemorelevel vector td upgrade#
Each comes with increasingly expansive deployment and upgrade costs but an appreciable difference in power. For instance, every tower can be upgraded to level 10, but there are also three tiers for most of the towers. Though the familiar elements are here - constant waves of ever-stronger enemies, towers that can be upgraded or sold, a set number of "lives" that are lost as each enemy sneaks past your defenses into the home base - not everything is rote tower defense mechanics. Unfortunately, they're not completely flawless either. But unlike a lot of the Minis that have hit lately, that doesn't mean things are entirely devoid of depth. From the grid/line art-based visuals to the eight map options to the single, looping music track that damn near put me in a trance, there's really little here in the way of fluff even the story is a simple "aliens attacked, time to work in a simulator to improve repulsion skills" affair. VectorTD's approach is simple - in more ways than one.
