Skip to main content
DEAL WATCH: Keurig K-Express | 22% off $69.99

Keurig has changed the face of coffee, and snagging one of these for less than $70 is a solid deal. Read Review

BUY NOW
  • Introduction

  • Gameplay Overview

  • Tower Defense

  • Controls

  • Replay Value

  • Additional Content

  • Pacing & Flow

  • AI

  • Storytelling Overview

  • Graphics & Atmosphere Overview

  • Art Design

  • Graphics

  • Music

  • Sound Effects

  • Conclusion

  • Photo Gallery

  • Introduction
  • Gameplay Overview
  • Tower Defense
  • Controls
  • Replay Value
  • Additional Content
  • Pacing & Flow
  • AI
  • Storytelling Overview
  • Graphics & Atmosphere Overview
  • Art Design
  • Graphics
  • Music
  • Sound Effects
  • Conclusion
  • Photo Gallery

Introduction

Gameplay Overview

{{photo_gallery "Gameplay Overview Photos"}}

A classic example of tower defense, Kingdom Rush combines elements of old and new, with enough of a contrast to be unique. Essentially, you must command your personal troupe of wizards, archers, bombardiers, “heroes,” and militia to stave off an invading hoard of Peter Jackson slashfic: orcs and ghouls and goblins and worgs and trolls, oh my!

Tower Defense

{{photo_gallery "Gameplay Part 1 Photos"}}

You have command of only four basic towers, but each set includes a wide range of unlockable upgrades and enhancements. For example, the archer tower can be upgraded to musketeers after three “purchases” (you collect gold by killing enemies). The same goes for the other towers, and from there each tower offers a slew of new weapons, enhancements, and other orc-ravaging goodies. There are also two replenishable powers at your command: the first is a couple of extremely weak reinforcements—two hapless, sword-wielding chaps that are intended more so to slow down enemies than actually deal damage. There is also a satisfyingly powerful meteor strike, which offers a devastating rain of fiery goodness from the heavens, but the speed at which this power is replenished is very slow, so you must choose the option wisely.

As expected, each level features a different kingdom to defend, as well as new maps, tower layouts, and enemies. At first the gameplay seems a tad repetitive and devoid of strategy, but once you get into the upgrades and the levels become harder, the strategy element comes into play—as does its addictive nature.

{{photo_gallery "Gameplay Part 2 Photos"}}

Controls

{{section_header}}{{section.name}}{{/section_header}}

{{photo_gallery "Controls Photos"}}

The thing about iPhone games is that there aren’t really buttons, per se. Everything from the placement of reinforcements to tower selection is on-screen and touch-based. We did notice a few responsiveness concerns—mainly in terms of selecting towers—but this could have been a hardware slip or a design issue.

Replay Value

{{section_header}}{{section.name}}{{/section_header}}

{{photo_gallery "Replay Value Photos"}}

We didn’t even realize we were on the final level until the presumable final boss appeared, and then when the credits began rolling we were like, “WTF mate?” The game itself is not exactly easy, but it did seem a bit short. What’s worse, there aren’t a whole lot of extra features and gameplay expansions to retain your attention. We don’t imagine you’ll stop playing entirely, but the overall lasting appeal is fairly minimal.

Additional Content

{{section_header}}{{section.name}}{{/section_header}}

{{photo_gallery "Additional Content Photos"}}

Most of the replay value is in the few unlockable objects—which include three additional levels, gameplay challenges for each stage, and the recently added “heroes,” which are powerful fighters with varying skillsets that can be used during gameplay. We were hoping for a bit more, but since the game is also available online and through the iPad (not to mention, it’s really popular) we expect Armor will add to the franchise in due time. Or else…

Pacing & Flow

{{section_header}}{{section.name}}{{/section_header}}

{{photo_gallery "Pacing & Flow Photos"}}

Everything about Kingdom Rush is fast-paced, as any tower defense game should be. Unfortunately, the game is also quick from start to finish; just when we felt like we got the hang of the basic strategy elements, it was over. Denied!

That being said, the pace of incoming enemies demands a significant level of strategy to handle—at least more so than other recent tower defense franchises, such as Plants vs. Zombies or Spice Invaders.

AI

{{section_header}}{{section.name}}{{/section_header}}

{{photo_gallery "AI Photos"}}

AI—both for enemies and your towers—is not a huge factor, but there is a reliability issue. For instance, towers tend to focus their attacks on the enemies that are closest to the gate. But according to military tactics 101, that’s not necessarily the best strategy. Some enemies are slow but also really powerful and difficult to kill, and because you can’t control which buggers your towers target, the really big guys sometimes traipse along unscathed. And then you die. And that’s a little annoying but nothing too serious.

Storytelling Overview

{{section_header}}{{section.name}}{{/section_header}}

{{photo_gallery "Storytelling Overview Photos"}}

Basically, there’s some sort of nefarious wizard who’s wreaking havoc in some mystical land of trolls and goblins. It doesn’t really matter; the point of the game isn’t to become immersed in some elaborate fantasy land, it’s to kill some orcs. Why get dragged down by details?

{{photo_gallery "Writing Photos"}}

Graphics & Atmosphere Overview

{{section_header}}{{section.name}}{{/section_header}}

{{photo_gallery "Graphics & Atmosphere Overview Photos"}}

Kingdom Rush is not as cute as Angry Birds or Plants vs. Zombies, but there’s definitely a subtle yet tasteful sense of humor. And most of it comes through in the art and sound design.

Art Design

{{section_header}}{{section.name}}{{/section_header}}

{{photo_gallery "Art Design Photos"}}

Like most tower defense games, all gameplay is conducted through a bird’s eye view, but you also have the ability to zoom in and out, offering a closer view of the enemy and tower designs. Some gamers may find themselves wishing for a closer view, but we can also see why that wouldn’t be practical, especially in the bigger levels with larger hoards of incoming enemies.

In all, we really liked the game’s visuals. There was a satisfying amount of violence (subdued splattering of blood and green gook), yet it was all tinged with a subtle amount of humor and lightheartedness. The characters may not be as iconic or recognizable as the Angry Birds, but it’s a very different kind of game.

Graphics

{{section_header}}{{section.name}}{{/section_header}}

{{photo_gallery "Graphics Photos"}}

The graphics are intentionally light and playful—nothing to overwhelm iOS. But given the game’s brevity, we were hoping for a little more detail; everything is depicted through a static overhead view, which is fine given the style of gameplay, but there could have been more.

Music

{{section_header}}{{section.name}}{{/section_header}}

{{photo_gallery "Music Photos"}}

The music was repetitive but surprisingly good—or rather, appropriate. It added a level of suspense that’s often missing from iOS games, so if you’re into that extra “impact” of a tension-building orchestral score, you’ll enjoy the music in Kingdom Rush.

Sound Effects

{{section_header}}{{section.name}}{{/section_header}}

{{photo_gallery "Sound Effects Photos"}}

Playing the game on mute just doesn’t have the same impact. We enjoyed the pleasing boom of explosions or the tinny whooshing of magic spells. It all gave an extra degree of immersion. And how can we forget the vocal sound bites that cue over a new tower purchase or upgrade? Our favorite of these was the artillery tower, which is apparently manned by a drunken Scottish stereotype.

Conclusion

While it’s not the longest or most in-depth game around, Kingdom Rush offers enough versatility, strategy, difficulty, and lightheartedness to engage both casual and hardcore gamers alike. And the recent addition of three new levels—not to mention the heroes feature—adds another level of replay value. In the end, though, the game still feels somewhat limited, even for an iOS title. We just lost interest after reaching 100 percent completion.

{{photo_gallery "Gameplay Overview Photos", "Gameplay Part 1 Photos", "Gameplay Part 2 Photos", "Gameplay Part 3 Photos", "Gameplay Part 4 Photos", "Gameplay Part 5 Photos", "Gameplay Part 6 Photos", "Gameplay Part 7 Photos", "Gameplay Part 8 Photos", "Controls Photos", "Replay Value Photos", "Additional Content Photos", "Pacing & Flow Photos", "AI Photos", "Storytelling Overview Photos", "Writing Photos", "Plot & Player Choices Photos", "Acting Photos", "Cinematics Photos", "Graphics & Atmosphere Overview Art Photos", "Art Design Photos", "Graphics Photos", "Music Photos", "Sound Effects Photos", "Multiplayer Overview Photos", "Competitive Multiplayer Photos", "Co-Op Multiplayer Photos", "Game Modes Photos", "Customizability Photos", "Matchmaking Photos", "Community Features Photos"}}

Meet the tester

Tyler Wells Lynch

Tyler Wells Lynch

Contributor

@tylerwellslynch

Tyler Wells Lynch is a freelance writer and journalist whose work has appeared in Vice, Wirecutter, Gizmodo, The Rumpus, Yes!, and the Huffington Post, among others. He lives in Maine.

See all of Tyler Wells Lynch's reviews

Checking our work.

Our team is here for one purpose: to help you buy the best stuff and love what you own. Our writers, editors, and lab technicians obsess over the products we cover to make sure you're confident and satisfied. Have a different opinion about something we recommend? Email us and we'll compare notes.

Shoot us an email

Up next