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Mushroom wars 2 changes from 1
Mushroom wars 2 changes from 1










mushroom wars 2 changes from 1

Those extra features do add depth to Mushroom Wars 2, but never at the expense of simplicity. In other words Mushroom Wars really encourages players to be aggressive and penalises conservative play. Their “morale” improves, represented in-game as stars, but if you get lax the morale benefit starts to fade. Finally, your units get more powerful the more battles you win and bases you capture. These can be used once an energy bar gets to a certain size, and those powers can turn the tide in a battle, so they need to be used well. You’re also able to select a “hero” to lead your forces, and those heroes each have their own unique set of special abilities. You can also capture or build fortresses or workshops, which don’t generate soldiers, but auto-attack invading armies from range, or power up your soldiers, respectively. Of course there are some additional features to give the game some semblance of strategic depth you can “spend” soldiers to level up bases so they produce more quickly. The first person to capture all the bases wins. You then need to direct those soldiers to capture opponent’s bases. You’ll have “bases” which automatically generate new soldiers over time. Mushroom Wars 2 boils the RTS formula down as far as possible. In the most delightful manner, of course. Play this in multiplayer and it will spur the competitive spirit to the point that you’ll risk losing friends. Rather, it’s the kind of game that anyone, at any level of expertise, can pick up and enjoy… but don’t let that fool you. Designed around accessibility and simplicity, it is in principle a real-time strategy (RTS), but nothing like Starcraft or Command & Conquer, which people usually associate with the term.












Mushroom wars 2 changes from 1