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Two years ago, I had the opportunity to play Bish Bash Bots, a cooperative tower defense game where, in addition to building various cannons to destroy enemies, you could use different skills to push and hit them. Tempest Tower takes this concept and expands it in a unique way, combining classic base-building with combat led by you yourself, which forces you to explore the map and strategically use it to your advantage.

During the Build Phase, you plan and construct your defensive systems. You can set up cannons, traps, and various other devices to defend against the incoming Creeper enemies. The game offers a wide variety of tools, from lethal cannons to trampolines that allow you to jump around the map. You can even jump on the heads of enemies, but be careful; your HP bar decreases with every encounter, and if it reaches zero, you return to the base. This phase relies entirely on strategy and creativity as you experiment with different setups to build the most effective defense.
When the Creepers attack, the game switches to the Action Phase. Here, you take direct control of your character, fighting enemies, activating traps, and repairing defensive systems. However, my biggest complaint is how tedious this phase can become, especially since your defensive towers barely damage the enemies. They require electricity to operate, which is generated by wind turbines that only work when the wind is blowing. You can use a cleaning brush to push enemies and generate wind, but the game limits the places where you can set up these defensive systems, which adds an extra layer of challenge.
Another key mechanic is collecting souls from large plants located near your defensive systems. These plants are randomly distributed across the map, so it’s always a good idea to build towers near them, as they collect enemy souls. When you collect enough souls, you can use them to gain the points needed to build additional defensive systems and progress in the game. The map also constantly changes and expands, forcing you to be in constant motion instead of staying in one place.

You can also use dangerous environmental elements, such as explosive barrels or traps, to your advantage. For example, the demo effectively shows how to use bombs scattered across the map to eliminate multiple enemies at once. Additionally, teleporters are strategically placed to facilitate map navigation.
However, my biggest issue lies with the enemies. As mentioned earlier, they are extremely durable and take too long to attack to defeat them. Some enemies even block your towers by releasing a sticky substance. There are also slime walls that block your path, forcing you to clean them to move more freely. Even when you jump on enemies, like Super Mario, eliminating them takes too long, which can be frustrating and slow down the pace of the game.
Here is why the game is designed this way: it focuses on short sessions instead of long ones. Your main tower must be powered by the enemies’ souls, and once it’s sufficiently charged, you must activate it to destroy the remaining enemies. This mechanic discourages long sessions because the enemies are numerous and durable, which can detract from the fun. Still, I understand the intent behind this design; it forces you to experiment and adapt instead of relying on a single strategy.

Visually, Tempest Tower is vibrant and full of color, with a cartoon art style that perfectly matches its whimsical tone. The world of Trip Space exudes personality, with unique flora and creative contraptions that make every level visually interesting. The Creepers are excellently designed, with various enemy types that keep the combat fresh and dynamic. The animations are smooth, and the action is easy to follow, even during chaotic battles.
I look forward to seeing what the game will offer in the final version. So far, everything looks promising; the only question is whether the full version will deliver a polished and satisfying experience. Given that Half Past Yellow, the development team behind this game, has had its ups and downs but is now delivering another interesting title, I remain optimistic about this project.