

Watching your last-ditch ram defence sending a whole line of aliens packing is also a treat. TowerMadness 2 has a couple of neat touches of its own, too, such as the environmental effects that the second and third worlds have on your towers (overheating and icing up respectively). Its chunky graphics aren't immediately impressive, but when you start zooming in and out with dozens of attacking units on screen at the same time with nary a hint of stutter (even on our 'old' iPad 3) you'll realise the strength of the engine. TowerMadness 2 might be unoriginal, but it's still good fun. Of course, familiarity doesn't necessarily breed contempt in the world of video games.
Towermadness 2 path defense upgrade#
The upgrade system, too, will be familiar to genre enthusiasts. There's the one that fires area-effect mortars, the one that slows the enemy down, the one that burns through multiple units simultaneously, the one that zaps them. This approach is very Fieldrunners 2, as is the selection of towers. Stages vary between fixed-path trench runs, whereby you must position automated gun turrets along the enemy's predicted path, and freeform stages that allow you to lead the enemy a merry dance using the towers to erect makeshift mazes.

Hyper-vigilant animal husbandry aside, though, we should stress that this is tower defence by the numbers. The premise sees you defending a pen full of helpless sheep from alien abduction with a futuristic arsenal more suited to protecting a city. Hmm, that crazy gene must be be buried a little deeper.Īha.

Initial inspection reveals that it's both a tower defence game and a sequel. Okay, so let's cut straight to the question that really matters here.
