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Tower Ball - Incremental Tower Defense

Tower Ball - Incremental Tower Defense

by WaffleStack Studio LLC

★ 62%
Price Free
Avg Players 22
Reviews 234
Released Jun 15, 2021
2DBuildingCasualClicker
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Tower Ball tasks you with constructing turrets to eliminate incoming balls and accumulate currency for upgrades, following a straightforward idle tower defense loop. However, the game launched in an underdeveloped state with minimal content depth and lacks the engagement needed to sustain play, even as an idle experience. It's best suited for players with very low expectations or those seeking a completely free time-killer, though numerous alternatives offer more compelling progression.

About this game

What players are saying

▼ Not recommended 26 hrs
Edit: Left Early Access without any changes since my initial review, meaning it released in a *very* underdeveloped state. In its present state, the game's only real saving grace is that it's still free (despite previous developer intentions to change that).

My earlier review follows:

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This gets a tentative Recommended, on account of it being Early Access.

With a great idle game foundation and a compelling structure to support it, the game currently falls short on interface/information feedback, balance, bug polish, and content.


The interface is inconsistent and it's hard to know what things you can click on for more information, and which things will read your click as a purchase (and for which information can't be found anywhere, so purchasing blindly is all you can do anyway). The EA notice on the store page notes that a UI overhaul is planned, so this aspect can be ignored for now.

Bugs are few, but leave the game on long enough and you might end up with no balls spawning on a particular level, or similar. I'm also not entirely sure procs are working correctly for inactive level tabs, as I'll tab into them and not see any acid debuffs or similar. This is minor enough that even without fixes, it's ignorable.


Balance is rather spotty, with a lot of front-loaded buffs, nevermind imbalance between buff types. This makes the game rather easy to progress early on, and then slowed until you unlock the gem upgrades, then stalled very quickly again after that. And.. that's it. You're buying the same few upgrades (temporary or permanent) you started on from the start, and grinding those out with massively diminishing returns.

Amplifying the issue, the benefits of "playing" in offline mode appear to massively outweigh those of actively playing. I gain far more prestige points in offline mode than during active play, and they can be used immediately, without need for actually prestiging or paying to skip such.

Don't get me wrong, I appreciate offline payouts that feel worthwhile (and thereby am by no means pushing for an overreaction on fixing this balancing issue).. but they shouldn't be overshadowing active play, and certainly not by the degree I'm noticing. Further, if offline play is so favorable while active play is completely disfavorable to play (due to lack of content and other issues), then the situation becomes somewhat absurd.

Ultimately, once you get to the repetitive grind aspect of the game, it feels as if the developer is intentionally wanting you to just log in once a day to spend prestige points and then immediately log back off.



Unfortunately, that's not the worst issue the game suffers from. I've only lightly touched on it thus far, so let's move on to addressing the biggest problem the game currently has:

You rush through what the game has to offer WAY too fast. The game has 15 levels planned, with 10 implemented, but you're completely set on unlocks and buffs by level 5. After that, it's just grinding and numbing repetition. So, you go from erratic progression flow, face first into a quagmire of grind. You're never unlocking anything new after that, you're capped on max towers per type already by level 5 for the only two or three towers even worth investing into* [again, balance is a real issue], and you're grinding the same minor, very much diminishing return, buffs for ages.

( *The magnet tower is a utility tower, and thereby could be considered a third viable tower; However, as far as damage towers, only the acid and saw towers really see good use, given their strong aoe coverage. All the other available towers are too limited on targets, damage, or both- meaning that the magnet tower is the only one you're strategizing use for relative to a level's design [but, being limited to 3 magnets, you're overly restricted even there], while the rest is just a play on how to most efficiently place your limited number of acid and saw towers. )

Honestly, after hitting that repetitive grind (which is a point that can be reached within the first day of idling, mind you!), it flat out stops being fun at all, despite there not being any real reason why the appeal should drop off so suddenly or sharply (in the sense that a better design could easily hold one's attention for much longer and with more engagement, and that the present design is self-sabotaging at the given point).



Simply put, if the game releases from EA with its current circumstances, there's no way around changing my review to a Not Recommended- there's just not enough substance here, or compelling enough flow, to warrant someone's time, despite excellent foundations.

Conversely, if the development sees more polish and added content, this game could become one of my most recommendable idle games. Unfortunately, I've seen quite a few idle games over the years which had similar promise and were abandoned all too early.. hopefully this one will see a developer able to commit to a proper completion.
18 found helpful Steam ↗
▼ Not recommended 0 hrs
Tower Ball on Steam is a poor port of their Google Play store app. I don't care if a game is on mobile if the PC version is tweaked to also be good, but I do care when there is no changes whatsoever leading to the aspect ratio being locked vertically with black bars on the sides. If the game was good otherwise it would be forgivable but there's nothing special about Tower Ball. Low visuals, uninteresting upgrades, and even a super slow progression from the start. Usually late game is when things slow down but even the first few upgrades have minutes between them and not even a way to click to speed up? Really weird overall, would not recommend.
13 found helpful Steam ↗
▼ Not recommended 0 hrs
very boring and not much possibility. even for an idle the beginning is so damn boring that i wont even run it in background. it just dont make sense. there are better idle games out there.
13 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Minor Update

259 days ago
Synchronized with Mobile. Sorry about that.

Minor update

296 days ago
- In health depletion mode you can trigger a new run after the current run has started - Improved spawn speed for endless mode - Bugs Fixed: - Fixed an issue where buying a high perm gold level won't apply correctly.

Minor update

335 days ago
-Balancing -Added some safety checks https://towerball.wafflestackstudio.com/home/change-log

Posts come from Steam's official announcements feed.

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