The two games have similar base gameplay mechanics, wherein the player places troops of different classes to defend their crystals against multiple waves of enemies advancing across the screen. Defenders has the player place troops alongside a winding path that enemies march along, with the troops attacking the enemy monsters continuously without retaliation. Vanguard Storm, in contrast, has the player place troops on the right half of a grid that enemies move across in one square per turn, with the player adjusting the placement of their forces every turn. Crystal Defenders was Square Enix's first game for smartphones, while Vanguard Storm was its first game to be designed especially for touchscreen controls. The games use character designs and music created for Tactics A2 by artist Ryoma It and composer Hitoshi Sakimoto, and the series was produced by Takehiro Ando. Square Enix was assisted in development of Guardians and Defenders by external studios Mobile Software Foundation and Winds. Defenders was met with generally poor reviews, despite achieving one million downloads worldwide by 2012, with critics finding the game to be uninspired and unpolished. Vanguard Storm received more praise from critics, who appreciated the graphics and found the gameplay fun, though not without flaws.

All of the releases in the Crystal Defenders series are tower defense games composed of multiple stages, each consisting of a top-down view of a winding path. Stages contain 31 waves (or levels) of enemies that enter the area on the left side of the screen and walk along the pathway towards the goal, a set of crystals off the right side of the screen. The goal of the game is to protect the crystals from enemies by strategically placing troops of various "jobs", or classes, alongside the pathway to defeat the enemies and prevent them from reaching the other side of the map. Troops can attack within a circular area around them, moving to do so if required such as for sword-using fighters. Different classes attack in different ways, with some classes having effects such as causing damage over time or slowing enemies. Each enemy that reaches the crystals takes one; the game ends if twenty enemies reach the crystals during a stage.[4] Players can also summon Espers at the cost of some crystals to either cause damage or have effects on all enemies on screen.[5]


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The first game, originally named Crystal Guardians and later renamed Crystal Defenders, was released in three separate chapters named W1, W2, and W3. The W1 chapter lets the player use the Soldier, Time Mage, Archer, Thieves, Black Mage, and White Monk jobs.[6] W2 introduces the Berserker and Dragoon jobs and adds a "crystal power" element to increase the power and speed of the player's characters.[7] W3 introduces the Fencer, Flintlock, and Tinker jobs, while removing the Soldier and Archer jobs.[8] The Wii version of Crystal Defenders is divided into R1 and R2 chapters and offers a new ranking system via Nintendo Wi-Fi Connection. The R1 chapter offers the same jobs as W1 with the addition of the dragoon job from W2. R2 contains the same jobs as in W3 and offers the crystals feature previously introduced in W2.[9][10][11]

Crystal Defenders Lite is a classic tower defense game where you have to set up different units along a path, with the objective being to stop your enemies from advancing. If you don't manage to kill all your enemies before they reach your base, they'll steal the crystals.

The object of the game is to defend a path which waves of enemies will walk through. There are a total of thirty waves, each one consisting of a specific type (or types) of enemy and the enemies get stronger with each progressive wave. If an enemy gets from one end of the path to the other, the player will lose one crystal. If the player should lose all twenty of their crystals then it is game over.

The player's first objective is to deploy units. When they have laid out their troops in a fashion they like they can then start the wave of enemies. For each enemy defeated the player is awarded money which can be used to buy new troops, power crystals or to level up their current troops, making them stronger. During a wave more troops can be placed or an Esper can be summoned for the prices of five crystals.

In addition to the crystals a party must defend, players can also use gil to purchase and deploy special Power Crystals that enhance surrounding units' abilities. Units can receive the benefits of up to four Power Crystals of each type at once.

Once per wave, players have the option of using crystals to summon a powerful Esper. Espers can aid a party by dealing damage to monsters or granting units with beneficial effects. Espers cannot be summoned if a party does not possess at least six crystals, or three in the case of W3.

Popular vocations from FINAL FANTASY Tactics A2, such Black Mages and Soldiers, are at your disposal in Crystal Defenders as you defend your party's crystals against waves of enemies. There are 240 playable levels in the game, split evenly between the W1 and W2 editions. In W1, players may get a feel for the game's fundamentals, while in W2, with the addition of Power Crystals, they can develop more nuanced and complex approaches to the game.

The goal of this game is to defend crystal reserves from waves of monsters by stationing units on the area map. Monsters will invade a zone, make their way through it until they are either defeated or reach an exit, and then make off with a crystal or two. With its easy-to-use touch panel controls and fast-paced gameplay, Crystal Defenders can be enjoyed anywhere, anytime. The inventive layout allows for a lot of playthroughs.

Saying "buff pls" and "nerf pls" isn't as useful as suggesting some interesting mechanics for varied play. One of the reasons people don't play DP and CD (aside from the poor ROI) is that it's boring and static. Most Rose gameplay is like this, in fact. There's no complex interaction between stealth and true sight detection, between ranged attacks and melee (except for Garnet's gap closer skill that I've yet to see ingame), between buffs and purge/dispel or between casting point and mana cost. There's almost no interaction with the terrain or any destructible elements or points of interest to capture or deny. We don't have any just-in-time skills, triggered skill combos or guard skills. We don't even have channelling skills. At the very least I'd like to see a mechanic where pseudo-random power-ups spawn on the map with increased frequency and usefulness based on the session time elapsed. Imagine the attacking team managing to locate both a cast range power-up AND a bonus damage power-up, and selecting their sniper (scout, arti) to take both and use them for a critical moment on the defending team's most important member. Imagine an artisan managing to capture all the cannons on the ramparts (just pretend) and using them to launch a continuous barrage at the crystal. How would the defending team respond? What should they have done to prevent this? Et cetera, et cetera.

There are various summons as well, each consuming five crystals when called, making them very risky to use. One summon, Phoenix, pumps up the attack and abilities of your army for the duration of the attack wave, while the Ramuh summon unleashes a devastating lightning attack across the entire map that will deliver lethal damage to all living monsters. Both sound very useful but, as I said, they consume five crystals when summoned. The whole point of the game is to protect the crystals, so really the only time to use one of these summons is when you believe that five or more monsters will reach the end, since most monsters steal one crystal each.

Featuring jobs and locations from the popular FINAL FANTASYTACTICS series, CRYSTAL DEFENDERS requires players tostrategically deploy units to fend off encroaching enemy hordes andprevent them from stealing their party's crystals.

In a land ruled by might and magick, peace is ensured by thebenevolent power of the crystals. When a young moogle charged withguarding these crystals learns of an evil presence gathering on thehorizon, he calls upon heroes from the far corners of the realm tojoin forces and stand against this new threat.

Monsters are after your precious crystals! While there isn't any story to speak of in Crystal Defenders, the name alone gives you a taste of what to expect. Sentient balls of fire, frowning zombies, and gelatinous slimes will march in single file from one end of the map to the other in a desperate attempt to smash, or possibly steal, your precious stones. It's unclear what their motivations are, or why they would risk their lives for shiny minerals, but there is no time to worry about such concerns during battle. Your job is to stop them.

Intelligence on both sides of the war is nonexistent. Monsters walk along a preset path, never varying their speed nor attacking your forces. Although this is common for the genre, the friendly AI is just as stupid which can be infuriating at times. They have a radius wherein anyone who enters their range will be mercilessly attacked. Unfortunately, they don't exhibit any battle acumen, so they have no idea which enemy within their circle of death should be dealt with first. For example, if it takes two swipes from a soldier to finish off an antlion, they will often attack only once before they move on to the next in line. Given that an enemy needs only a sliver of life remaining to steal your precious crystals, it can be maddening to watch your last line of defense happily let every monster saunter past when another blow would have finished half of them for good. ff782bc1db

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