![]() ![]() Is there a way to change the difficulty of the scenarios? We won’t mess with perfection in that regard! Helana: Well, that is classic Kingdom Rush. Will the scenarios have different objectives than just defending the base from taking too much damage? I don’t want to say too much more or else I may give up secrets that come in later scenarios. Helana: Our goal in this process has been to make each level feel like a new challenge where you have to think of different tower strategies, hero placement and interact with the maps differently. Jessey: All I can say is that each level adds something new, and will challenge players in new ways. What mechanics change the way the scenario played each time? Here the Time Mage’s malicious intent has backfired as this gives us the flexibility to adapt our plans to the game, and place towers in new locations. Each round the Time Mage’s magic sweeps across the board and all the towers we placed return to our hands. The third is that towers are not permanent. It really is a group effort to save the kingdom! This means you don’t attack with it, but it also is how you can get players the towers they need to make the most effective plays on future rounds. Leaning into this, to upgrade a tower you must pass it to another player. Players have specific build sites that only they can use so the attack puzzle is also a coordination puzzle. The second is the co-operative nature of the game. Different towers create different shaped pieces, so not only do you have to attack enemy cards enough to defeat them, but you have to figure out how to use those damage tiles efficiently. The first, as Sen mentioned, is the polyomino puzzle. Jessey: I’d say three things set it apart. ![]() This allowed us to have a cool puzzle experience within the tower defense genre. We accomplished that by using trays of enemies instead of individual units and then using polyominoes as damage trackers. Sen: We really didn’t want to have to track a lot of stats and hit points and such, so the game is made to reduce that as much as possible while still retaining the feel of the genre. What makes Kingdom Rush: Rift in Time different from other tower defense games? Maybe one day, they’ll come seek us out once they see the quality of our designs and the love that goes into our tabletop adaptations! Have you been approached by mobile developers to design board games based on their apps? Kingdom Rush is easily the one I’ve put the most total hours into, having beat all 4 games on the highest available difficulty except for the newest batch of levels in Vengeance (although I think Ironhide just released an Impossible mode for one of them, so I need to go back!). Jessey: I travel often and so app games are great to have when you need some downtime in an airport or a bus station. I’m just working through Vengeance now! App games are definitely a thing I invest time in! Sen: I have an unhealthy relationship with Star Realms and, of course, I’ve 3-starred every level of the first 3 games in the Kingdom Rush series. I have played the first 3 games multiple times and I love the twist they put on Vengeance. Helana: The Kingdom Rush games are my absolute favourite and are always my go to when I am looking for an app game to play. Are mobile games something you enjoy playing in your spare time? ![]() Kingdom Rush: Rift in Time isn’t the first mobile game Lucky Duck has translated to the tabletop. Lucky Duck provided all three to answer my eight questions on their take on the tower defense genre. Jessey Wright and Sen-Foong Lim are back after designing Mutants, but Helana Hope has joined them this time around. Now they are funding Kingdom Rush: Rift in Time. In the middle of last year they had a successful Kickstarter to bring Jetpack Joyride to the tabletop. Lucky Duck Games hasn’t shied away from creating board games out of mobile apps. ![]()
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