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* NoPlotNoProblem: There's generally no plot, just shooting at cubes. You do get a cutscene after a while, but even it doesn't add much to the story departament.

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* NoPlotNoProblem: There's generally no plot, just shooting at cubes. You do get a cutscene after a while, but even it doesn't add much to the story departament.department.


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* PowerGlows: The tower has a blue glow flow above it if Rapid Fire has been triggered.
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* AllYourColorsCombined: If the graphics quality is set to medium or high, each element makes the bullets shot by the tower a different color when it's triggered, while multiple elements give them their colors simultaneously. Once you've maxed out all elemental chances, the tower regularly unleashes a CPU/GPU-intensive multicolored barrage.

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* AllYourColorsCombined: If the graphics quality is set to medium or high, each element makes the bullets shot by the tower a different color when it's triggered, while multiple elements give them their colors simultaneously. Once you've maxed out all elemental chances, the tower regularly continuously unleashes a CPU/GPU-intensive multicolored barrage.
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* AllYourColorsCombined: If the graphics quality is set to medium or high, each element makes the bullets shot by the tower a different color if it's triggered, while multiple elements give them their colors simultaneously. Once you've maxed out all elemental chances, the tower regularly unleashes a CPU/GPU-intensive multicolored barrage.

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* AllYourColorsCombined: If the graphics quality is set to medium or high, each element makes the bullets shot by the tower a different color if when it's triggered, while multiple elements give them their colors simultaneously. Once you've maxed out all elemental chances, the tower regularly unleashes a CPU/GPU-intensive multicolored barrage.

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Added an example.


* AbsurdlyHighLevelCap: The level cap on certain upgrades can reach 100000, and if you max yourself out, most enemies of a same tier won't even be able to scratch you. But once the enemy's level gets high enough and their damage and health go over the numerical {{Cap}} (about 1.8*10^308)... they tier up, and if their tier is higher than yours, they don't take any damage from your tower AND they OneHitKill you. To counter this, you need to tier up your own tower, and in order to do so you need to max out all your tower's upgrades. Doing this resets your upgrades, which also means you need to buy all the massively leveled upgrades all over again to get to the next tier and so on, making this game a huge example of a ludicrously high level cap. The highest blueprint tier is supposedly 2 billion, in case you were wondering.

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* AbsurdlyHighLevelCap: The level cap on certain upgrades can reach 100000, and if you max yourself out, most enemies of a same tier won't even be able to scratch you. But once the enemy's level gets high enough and their damage and health go over the numerical {{Cap}} (about 1.8*10^308)... they tier up, and if their tier is higher than yours, they don't take any damage from your tower AND they OneHitKill you. To counter this, you need to tier up your own tower, and in order to do so you need to max out all your tower's upgrades. Doing this resets your upgrades, which also means you need to buy all the massively leveled upgrades all over again to get to the next tier and so on, making this game a huge example of a ludicrously high level cap. The highest blueprint tier is supposedly 2 billion, in case you were wondering.


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* AllYourColorsCombined: If the graphics quality is set to medium or high, each element makes the bullets shot by the tower a different color if it's triggered, while multiple elements give them their colors simultaneously. Once you've maxed out all elemental chances, the tower regularly unleashes a CPU/GPU-intensive multicolored barrage.

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* AirborneMook: [[BlowYouAway Air-element]] enemies hover over the ground, attacking your tower with ranged shots.



* BlowYouAway: The Air element. For the tower, it makes its shots push enemies away; for the enemies, it [[LongRangeFighter makes them always ranged]].

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* BlowYouAway: The Air element. For the tower, it makes its shots push enemies away; for the enemies, it [[LongRangeFighter makes them always ranged]].ranged]] and [[AirborneMook gives them flight]].
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Added an example.

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* AdReward: There's an option to watch a video for 50 gems and a temporary 2x orange resource gain, but it no longer seems to work.

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Added an example and tried to make wording sound better.


* AbsurdlyHighLevelCap: The level cap on certain upgrades can reach 100000, and if you max yourself out, most enemies of a same tier won't even be able to scratch you. But once the enemy's level gets high enough and their damage and health go over the numerical {{Cap}} (about 1.8*10^308)... they tier up, and if their tier is higher than yours, they don't take any damage from your tower AND they OneHitKill you. To counter this, you need to tier up your own tower, and in order to do so you need to max out all your tower's upgrades. Doing this resets your upgrades, which also means you need to buy all the massively leveled upgrades all over again to get to the next tier and so on, making this game a huge example of a ludicrously high level cap. The highest blueprint tier is 2 bilion, in case you were wondering.

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* AbsurdlyHighLevelCap: The level cap on certain upgrades can reach 100000, and if you max yourself out, most enemies of a same tier won't even be able to scratch you. But once the enemy's level gets high enough and their damage and health go over the numerical {{Cap}} (about 1.8*10^308)... they tier up, and if their tier is higher than yours, they don't take any damage from your tower AND they OneHitKill you. To counter this, you need to tier up your own tower, and in order to do so you need to max out all your tower's upgrades. Doing this resets your upgrades, which also means you need to buy all the massively leveled upgrades all over again to get to the next tier and so on, making this game a huge example of a ludicrously high level cap. The highest blueprint tier is supposedly 2 bilion, billion, in case you were wondering.



* ContractualBossImmunity: Bosses are immune to things like insta-kill abilities, slowdown and knockback.

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* ContractualBossImmunity: Bosses are immune to things several useful effects like insta-kill abilities, slowdown and knockback.


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* KonamiCode: Inputting the code on the title screen adds a flame effect to its background.

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Added an example and made clarifications.


The game is available on Website/{{Kongregate}} [[https://www.kongregate.com/games/XmmmX99/the-perfect-tower here]]. A sequel is in closed alpha, and it will be on computers and mobile devices.

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The game is available on Website/{{Kongregate}} [[https://www.kongregate.com/games/XmmmX99/the-perfect-tower here]]. A sequel called ''VideoGame/ThePerfectTowerII'' is in closed alpha, available as Early Access on Steam and it will also be playable on computers and mobile devices.


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* ChromaticArrangement: The three upgrade types have primary colors: Offensive is red, Defensive is blue, and Utility is yellow.
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* UnexpectedGameplayChange: Fighting [[spoiler:Cubos]] throws away most of the game's standard tower defense mechanics, instead [[spoiler:using your prestige resources to upgrade your tower with entirely different upgrades from the norm]].
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Just realised this probably fits a better trope.


* FragileSpeedster: A build that works on Easy, Normal and usually Hard is maxing many Offense and Utility upgrades, generally ignoring Defense. It doesn't work on Insane due to Universal enemies reflecting attacks back at the tower.

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* FragileSpeedster: GlassCannon: A build that works on Easy, Normal and usually Hard is maxing many Offense and Utility upgrades, generally ignoring Defense. It doesn't work on Insane due to Universal enemies reflecting attacks back at the tower.

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Updated with new trope.


* ExportSave: The game starts with 4KB save files which grow larger as you play (clearing just one mission can typically add 10 bytes). Due to engine limitations, a password is directly exported into a .txt file, but it can be copied into an import menu's window.



* PasswordSave: The game save can be exported as a 4KB+ text file which then can be imported into other devices.

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Added some information.


The game is available on Website/{{Kongregate}} [[https://www.kongregate.com/games/XmmmX99/the-perfect-tower here]]. A sequel is in the works, and it will be on computers and mobile devices.

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The game is available on Website/{{Kongregate}} [[https://www.kongregate.com/games/XmmmX99/the-perfect-tower here]]. A sequel is in the works, closed alpha, and it will be on computers and mobile devices.



* NewGamePlus: Raising the Headquarter tiers removes your blueprint and farthest wave for some purple resources and new features, making you start again but with more content. [[spoiler:Town tiers trump HQ tiers though, since they remove '''everything''' except for purchased rare gems and town credits you get from them. You need to start completely fresh except for those new upgrades. You could consider it a New Game++.]]

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* NewGamePlus: Raising the Headquarter tiers removes your blueprint and farthest wave for some purple resources and new features, making you start again but with more content. [[spoiler:Town tiers trump HQ tiers though, since they remove '''everything''' except for purchased rare gems and town credits you get from them. You need to start completely fresh except for those new upgrades. You could consider it a New Game++.Game+^2.]]


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* PasswordSave: The game save can be exported as a 4KB+ text file which then can be imported into other devices.
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* LawOfChromaticSuperiority: Universal enemies are the most dangerous elemental type and are black in color.


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* NoSell:
** Earth-elemental enemies have a chance of ignoring damage outright.
** When your tower's tier is higher than the enemies' it will take zero damage from them no matter how strong they are. Likewise, the reverse is true, and enemies whose tier is higher than your tower's will ignore all harm from it.
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* AnIcePerson: The Ice element. For the tower, it makes its shots slow down enemies; for the enemies, it makes them split in two when they die.

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* AnIcePerson: The Ice element. For the tower, it makes its shots slow down enemies; for the enemies, it makes them [[AsteroidsMonster split in two when they die.die]].



* BlowYouAway: The Air element. For the tower, it makes its shots push enemies away; for the enemies, it makes them always ranged.
* CastingAShadow: The Darkness element. For the tower, it makes its shots deal percentage-based damage; for the enemies, it makes them invisible until they're 9 m from the tower.

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* BlowYouAway: The Air element. For the tower, it makes its shots push enemies away; for the enemies, it [[LongRangeFighter makes them always ranged.
ranged]].
* CastingAShadow: The Darkness element. For the tower, it makes its shots deal percentage-based damage; for the enemies, it [[StealthyMook makes them invisible until they're 9 m from the tower.tower]].



* DishingOutDirt: The Earth element. For the tower, it make its shots stun enemies; for the enemies, it makes them absorb damage occasionally.

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* DishingOutDirt: The Earth element. For the tower, it make its shots stun enemies; for the enemies, it [[NoSell makes them absorb damage occasionally.occasionally]].



* GreenThumb: The Nature element. For the tower, it makes its shots deal percentage-based damage (not as strong as Darkness') and add it to its HP; for the enemies, it makes them grow stronger and regenerate health.

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* GreenThumb: The Nature element. For the tower, it makes its shots deal percentage-based damage (not as strong as Darkness') and add it to its HP; for the enemies, it makes them [[IncreasinglyLethalEnemy grow stronger stronger]] and [[HealingFactor regenerate health.health]].



* PlayingWithFire: The Fire element. For the tower, it makes its shots deal amplified damage; for the enemies, it makes them explode when they touch your tower.

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* PlayingWithFire: The Fire element. For the tower, it makes its shots deal amplified damage; for the enemies, it [[ActionBomb makes them explode when they touch your tower.tower]].



* ShockAndAwe: The Electricity element. For the tower, it makes its shots deal splash damage; for the enemies, it makes them warp around the battlefield.

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* ShockAndAwe: The Electricity element. For the tower, it makes its shots deal splash damage; for the enemies, it [[TeleportSpam makes them warp around the battlefield.battlefield]].
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Apologies for Serial Tweaking.


* NotActuallyCosmesticAward: Achievements raise the amount of orange resources you gain by 1%. You can put a black resource to an achievement to raise that to 2%, and if there's five in a row, 4%.

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* NotActuallyCosmesticAward: NotActuallyCosmeticAward: Achievements raise the amount of orange resources you gain by 1%. You can put a black resource to an achievement to raise that to 2%, and if there's five in a row, 4%.
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* NotActuallyComesticAward: Achievements raise the amount of orange resources you gain by 1%. You can put a black resource to an achievement to raise that to 2%, and if there's five in a row, 4%.

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* NotActuallyComesticAward: NotActuallyCosmesticAward: Achievements raise the amount of orange resources you gain by 1%. You can put a black resource to an achievement to raise that to 2%, and if there's five in a row, 4%.
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A link to Kongregate is better, since that version is up to date.


The game is available on the official website [[http://fs-studios.com/games/perfecttower/ here]]. A sequel is in the works, and it will be on computers and mobile devices.

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The game is available on the official website [[http://fs-studios.com/games/perfecttower/ Website/{{Kongregate}} [[https://www.kongregate.com/games/XmmmX99/the-perfect-tower here]]. A sequel is in the works, and it will be on computers and mobile devices.
Is there an issue? Send a MessageReason:
None


* NotSoComesticAward: Achievements raise the amount of orange resources you gain by 1%. You can put a black resource to an achievement to raise that to 2%, and if there's five in a row, 4%.

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* NotSoComesticAward: NotActuallyComesticAward: Achievements raise the amount of orange resources you gain by 1%. You can put a black resource to an achievement to raise that to 2%, and if there's five in a row, 4%.
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Started this page.

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[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tower200.jpg]]
[[caption-width-right:200:The tower itself.]]

''The Perfect Tower'' is a video game created by Fire Sword Studios for computers made in UsefulNotes/{{Unity}} in 2016. It's a mashup of two genres: IdleGame and TowerDefense. You control and upgrade a tower which shoots at enemy cubes. While simplistic at first, the game quickly opens up many interesting mechanics to help the player, such as a factory to produce resources, a workshop that modifies the tower's starting upgrades, a laboratory that unlocks permanent research upgrades, headquarters that unlock special ultimate upgrades for the tower, and the temple that has immensely powerful end-game stuff.

The game is available on the official website [[http://fs-studios.com/games/perfecttower/ here]]. A sequel is in the works, and it will be on computers and mobile devices.
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!!This game provides examples of:
* AbsurdlyHighLevelCap: The level cap on certain upgrades can reach 100000, and if you max yourself out, most enemies of a same tier won't even be able to scratch you. But once the enemy's level gets high enough and their damage and health go over the numerical {{Cap}} (about 1.8*10^308)... they tier up, and if their tier is higher than yours, they don't take any damage from your tower AND they OneHitKill you. To counter this, you need to tier up your own tower, and in order to do so you need to max out all your tower's upgrades. Doing this resets your upgrades, which also means you need to buy all the massively leveled upgrades all over again to get to the next tier and so on, making this game a huge example of a ludicrously high level cap. The highest blueprint tier is 2 bilion, in case you were wondering.
* AnIcePerson: The Ice element. For the tower, it makes its shots slow down enemies; for the enemies, it makes them split in two when they die.
* AttackReflector: The Reflect upgrade. It allows the tower to reflect enemy damage back at them. The Universal enemies also occasionally reflect damage.
* BlowYouAway: The Air element. For the tower, it makes its shots push enemies away; for the enemies, it makes them always ranged.
* CastingAShadow: The Darkness element. For the tower, it makes its shots deal percentage-based damage; for the enemies, it makes them invisible until they're 9 m from the tower.
* CharacterCustomization: There's an option to customize the tower that costs 2 rare gems. It allows you to change its color and put assets on it.
* ContractualBossImmunity: Bosses are immune to things like insta-kill abilities, slowdown and knockback.
* DishingOutDirt: The Earth element. For the tower, it make its shots stun enemies; for the enemies, it makes them absorb damage occasionally.
* ElementalPowers: The tower has eight different ones: Fire, Ice, Earth, Air, Electricity, Darkness, Nature and Gravity. The enemies also have elemental properties which give them immunity to their counterparts and special traits in Insane Mode, though Gravity is replaced with Universal.
* FragileSpeedster: A build that works on Easy, Normal and usually Hard is maxing many Offense and Utility upgrades, generally ignoring Defense. It doesn't work on Insane due to Universal enemies reflecting attacks back at the tower.
* GreenThumb: The Nature element. For the tower, it makes its shots deal percentage-based damage (not as strong as Darkness') and add it to its HP; for the enemies, it makes them grow stronger and regenerate health.
* HarderThanHard: Insane Mode, unlocked after reaching Tier 1, is a large step up from Hard Mode. Not only do the enemies have way higher stats, they also get elemental properties to make them much trickier. It forces using upgrades which nobody would even try on easier difficulties. On the plus side, once it stops being a problem, it becomes the best mode for grinding.
* InfinityPlusOneElement: The Universal enemies. They are immune to all elements without Elemental Piercing and can reflect shots back at your tower.
* InfinityPlusOneSword: The Ultimate upgrades. Unlocking them takes time and buying them is expensive, but stuff like insta-killing enemies who get shot or touch your tower, making enemies lose their elements or allowing you to reach far farther waves by weaking enemies is incredibly useful.
* MasterOfAll: The tower, after getting enough upgrades. It will not only fire tens of shots per second with incredibly high damage, but it will also be nearly indestructible and have properties of all the elements.
* {{Minimalism}}: The title screen describes the game as "A somewhat minimalistic incremental defense game." Indeed, while the gameplay is quite robust and packed with features, the graphics are generally minimilastic since everything is some kind of simple polytope.
* NewGamePlus: Raising the Headquarter tiers removes your blueprint and farthest wave for some purple resources and new features, making you start again but with more content. [[spoiler:Town tiers trump HQ tiers though, since they remove '''everything''' except for purchased rare gems and town credits you get from them. You need to start completely fresh except for those new upgrades. You could consider it a New Game++.]]
* NonElemental: Normal enemies don't have any immunities or specialties. You can turn elemantal enemies normal by using purification skills.
* NoPlotNoProblem: There's generally no plot, just shooting at cubes. You do get a cutscene after a while, but even it doesn't add much to the story departament.
* NotSoComesticAward: Achievements raise the amount of orange resources you gain by 1%. You can put a black resource to an achievement to raise that to 2%, and if there's five in a row, 4%.
* OneHitKill:
** Some upgrades cause this. Serious Missile instantly kills enemies with shots, while Vaporize instantly kills enemies who touch your tower.
** If the enemy has a lower tier than your tower, they are unable to do any damage to it and will die instantly from any shots. The same happens to your tower if it's the enemies that have a higher tier.
* PlayingWithFire: The Fire element. For the tower, it makes its shots deal amplified damage; for the enemies, it makes them explode when they touch your tower.
* RegeneratingHealth: The tower can have up to 1000%/sec regeneration. The Nature enemies also regenerate.
* ShockAndAwe: The Electricity element. For the tower, it makes its shots deal splash damage; for the enemies, it makes them warp around the battlefield.
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