Creeper World IXE, the latest installment in the beloved Creeper World series by Knuckle Cracker, was released on December 12, 2024, and has already taken the strategy gaming community by storm. With its innovative mechanics, immersive gameplay, and highly detailed simulation systems, this game pushes the boundaries of what a real-time strategy (RTS) game can achieve. In this article, we will explore every facet of Creeper World IXE to understand why it is being hailed as one of the most engaging strategy games of the year.
The Premise: A Fluid Threat
Creeper World IXE continues the series’ iconic battle against the Creeper, a sentient and destructive fluid that aims to consume everything in its path. Unlike traditional RTS games that pit players against armies or adversaries, Creeper World IXE’s antagonist is a dynamic, amorphous substance that behaves according to fluid dynamics.
The Creeper itself is a unique enemy that challenges traditional strategic thinking. It flows, pools, and spreads across the battlefield, seeping through defenses and exploiting weak points. This forces players to adapt on the fly, making every match a test of both planning and quick decision-making.
The game’s narrative takes players to a series of distant planets, each offering unique environments and obstacles. The story unfolds through engaging dialogue, in-mission briefings, and lore-rich text, immersing players in a universe under siege. This combination of gameplay and storytelling keeps players invested in their fight against this relentless force.
Gameplay Mechanics
1. Real-Time Fluid Simulation
At the heart of Creeper World IXE lies its groundbreaking fluid simulation engine. The Creeper moves like a living liquid, reacting to terrain features, gravity, and obstacles. The fluid’s realistic behavior creates a dynamic and unpredictable battlefield, making each encounter unique. The developers have refined the fluid simulation to ensure it is both challenging and visually stunning, with every ripple and wave adding to the game’s immersion.
Players must learn to predict the Creeper’s movements while devising strategies to counteract its spread. This involves a mix of proactive and reactive tactics, such as cutting off its flow by creating barriers or diverting its path toward less critical areas.
2. Terraforming
Terraforming is one of the standout features of Creeper World IXE. Players can manipulate the terrain to gain strategic advantages. For example, raising land can create natural barriers, while lowering terrain can channel the Creeper into controlled zones where it can be neutralized.
This mechanic is not only a defensive tool but also an offensive strategy. Terraforming can expose hidden resources, create pathways to objectives, or disrupt Creeper reservoirs. The ability to reshape the battlefield adds a layer of creativity and problem-solving to the game that sets it apart from other RTS titles.
3. New Weapons and Technologies
Creeper World IXE expands the arsenal available to players, introducing new and innovative tools to combat the Creeper:
Orbital Cannons: These devastating weapons can target and eliminate large concentrations of Creeper from a distance. Their strategic use can turn the tide of battle in critical moments.
Energy Shields: Temporary barriers that can hold back the Creeper, giving players valuable time to reposition or fortify defenses.
Creeper Compression Chambers: These volatile zones contain compressed Creeper that explodes when breached, creating massive waves of Creeper. Players must carefully plan their approach to avoid catastrophic chain reactions.
The variety of weapons and tools encourages experimentation, allowing players to find combinations that suit their playstyle.
4. Customizable Units
For the first time in the series, players can design and customize their own units. This feature adds a layer of personalization and strategy, enabling players to tailor their forces to specific challenges.
Custom units can vary in speed, firepower, and durability. For instance, players can create fast-moving drones for reconnaissance or heavily armored turrets for holding critical positions. This customization ensures that players can approach each mission with a unique strategy, adding replayability and depth.
Exploration and Progression
Hundreds of Worlds to Explore
Creeper World IXE features a vast universe with hundreds of procedurally generated worlds. Each world presents a unique set of challenges, such as varied terrain, resource distribution, and Creeper behavior. This variety keeps the gameplay fresh, encouraging players to adapt their strategies for each new environment.
Campaign Mode
The campaign mode provides a structured progression through the game’s narrative. Players start with basic tools and gradually unlock advanced technologies and tactics as they progress. Each mission introduces new mechanics and challenges, ensuring a steady learning curve that keeps players engaged. The story missions are designed to test both skill and creativity, making them a rewarding experience for veterans and newcomers alike.
Community Maps
One of the game’s most exciting features is its community-driven map system. Players can use the in-game editor to create custom maps and share them with others. This has led to a thriving community that continuously produces fresh content. Many of these community maps rival the quality of the developer-designed missions, offering endless replayability and challenges.
Graphics and Sound Design
Creeper World IXE’s visuals are a blend of functional design and artistic flair. The Creeper’s fluid movements are mesmerizing, with detailed particle effects that bring it to life. The terrain and unit designs are clear and distinct, ensuring that players can easily read the battlefield even during intense moments.
The sound design further enhances the experience. The ominous hum of the Creeper creates a sense of urgency, while the sharp blasts of weapons and explosions provide satisfying feedback. The soundtrack complements the gameplay with ambient tracks that build tension and excitement.
Performance and Accessibility
Optimized Engine
Despite its complex simulations, Creeper World IXE runs smoothly on a wide range of hardware. The developers have optimized the game’s engine to handle thousands of Creeper particles and intricate terrain manipulations without compromising performance. Even on older systems, players can enjoy a seamless experience.
Accessibility Options
Creeper World IXE includes a variety of accessibility features to ensure that it can be enjoyed by a diverse audience. These include:
Adjustable difficulty levels to accommodate different skill levels.
Customizable controls for players with specific preferences or needs.
Clear visual indicators to aid players in understanding the game’s mechanics.
These features make the game approachable for newcomers while still providing a challenge for seasoned players.
Multiplayer Features
While Creeper World IXE does not include a traditional multiplayer mode, its community features foster a competitive spirit. Players can:
Share replays to showcase their strategies and learn from others.
Compete for high scores on community maps, creating a sense of rivalry and accomplishment.
Participate in weekly challenges that test their skills against specific scenarios.
These features ensure that players remain engaged with the game long after completing the main campaign.
The Pros and Cons
Pros:
Innovative Gameplay: The fluid simulation and terraforming mechanics create unique challenges.
Extensive Content: Hundreds of worlds and community maps provide endless replayability.
Customization: Players can design their own units and tailor their strategies.
Performance: The game runs smoothly on a wide range of systems.
Community Engagement: Thriving community features add value and longevity.
Cons:
No Traditional Multiplayer: Some players may miss direct competitive or cooperative modes.
Steep Learning Curve: The game’s complexity may be overwhelming for new players.
Final Thoughts
Creeper World IXE is a triumph of innovation in the RTS genre. By focusing on fluid dynamics and offering unparalleled customization, it delivers a gaming experience that feels both fresh and timeless. Whether you’re a long-time fan of the series or a newcomer looking for a unique challenge, Creeper World IXE is a must-play title that promises hours of strategic fun.
If you’re ready to take on the Creeper and save the universe, Creeper World IXE is available now on Steam. Dive in and discover why this game is one of the most talked-about releases of 2024.
Short Version: Do you like Creeper World 2's subterranean gameplay and wished instead of building infinite towers slowly pushing through the creep... you have to control a fleet of ships? Combined with an upbeat and catchy (I'm slowly going insane) edm and horray you have Creeper World IXE. People say its similar to Particle Fleet but since I haven't played it I cannot judge... depsite me for actually NOT knowing about every game from this studio.Story: You are a commander (I think you are a commander in every game so I need to copy + paste these four words) combatting the IXE who are using creep to destroy worlds. You, and a scientist scour the universe to put an end to the IXE while discovering technologies off the worlds to benefit your chances. This is a lore appropriate, despite me not keeping track of years/generations/decades/pre timelines of this franchise. 5/10 They've used this several times, and its generic with layers.Gameplay: Instead of building towers, you control ships and have to arrange and configure the fleet to fight back the creep. You have a finite amount of ships (free build was added) and I personally find the fact that energy is useless after you build everything hilarious. This is less economical planning and more "how much creep can your fleet hold off and how wide of a well can you hold it off in" discussion. The new mechanic is mixing of terrain/minerals to make things like acid which eats metalics, Creeper eater which acts like a sponge against Creep, and you can make things go boom. Each ship is a standard CW tower... some of the custom level has things you never see so maybe things were removed from the campaign??? There aren't any "race against the clock" but you can definitely make strategic errors and restart levels. 8.75/10The physics of calculating everything has made my Ryzen 3600 cry... going as low as 3 fps when the physics of the creep, the anticreep, the destruction of the world, and explosions all going at once. This is probably more CPU heavy on the Creeper World franchise, but default speed manages for the most part... its your 1.5 and 2x I'm worried about. Story missions work fine, custom levels may buckle at the thought of you wanting to go faster... so keep this in mind.Graphics and Sound: I actually find some of the ships really hard to decipher, I wish (or maybe I missed it) a scroll between so when I need a digger or a dumper I can find one instead of clicking everything. You do get a bright neon option to amplify creep by depth, but its either dim or the sun on my monitor but Blue! Sound is 4 songs of high tempo generic EDM. Great for the gameplay, but the levels shows a 5th or 6th would have been nice to not loop the OST several times each world... to get the same song to start the next world is a chuckle. 7/10Not for everyone, and is a stark contrast to games with Creeper World in the title. Free build will enable those who want infinite towers to be happy, but the strategic creativity will be lost. 8/10... not the greatest Creeper World game, but when the community gets creative can this be a 10/10 classic.
Fun little game, though after having played all the available content (outside random and user-made maps), I feel somewhat unsatisfied. The story doesn't even introduce all of the available tools the player can use. Some don't even have tutorials at all in the Help menu.I'd only recommend it on sale, honestly.
This game is fun but a step backwards for the Creeper World series.The new mechanics around terrain manipulation and chemical mixtures are great but I often found myself fighting with the interface to use them properly. (Why can't I dig terrain of only X type and leave the rest alone, and why are material amounts hidden in a mouseover tooltip for tiny icons only visible for 1 ship type?) Ships being pixels made them frustrating to deal with at times (such as when trying to move them, they all become damageable pixels that do nothing until the final piece gets to its position). Unlike previous games the game's version of tech upgrades offers no meaningful decisions or tradeoffs beyond getting the tech gems as quickly as possible.The campaign was okay but didn't have many interesting challenges, and it felt like most missions dragged on too long and only had 1 real way to approach them. The final level is also a gimmick level that was interesting at first but takes way too long to actually complete. The introduction of particulate enemies was also disappointing, with them requiring you to just to build a new ship type and that's basically it.The game is incredibly moddable and there are already some great levels available made by other players, but I don't think there's much reason to keep playing this game compared to games 3 and 4.
As a fan of creeper series, i am really dissapointed in this version. As someone stated it really feels like a downgrade, rushed and have no fun at all....
Finished the main story in about 15 hours (I think, might be misremembering) and enjoyed my time with the game. The game has basically the same game play loop as previous Creeper worlds, you start low on resources and weapons and have to pick a place to make a foothold in the map. First you bunker down, then once you have your foothold you start pushing. A satisfying game play loop with chances to experiment as intense aggression can be rewarded with more resources and fewer fronts to have to defend on. The new sand physics are fun to play with. Most obvious use is carving out the terrain to set up choke points but I found great joy in experimenting with the mechanics. Just as an example, I had to open a highly pressurised chamber of creep and instead of setting up a choke point, I dug out massive amounts of land inside their chamber, forcing the creep to expand to those points, and while the pressure was down, I cracked open the chamber and blew my way in and set up a strong offence and cleared it much faster then otherwise.Issues I have with the game small and uninteresting, but I'll list the ones I'd be happy to see fixed.
Make the UI give me a little bit more info. How much creep does this Spawner make? how much Creep does this Breeder liquid or land make? How much is the average pressure of creep here? I understand if many of these elements would require heavy computing and would only be visible during pause, but I'd still like to be able to see it. In general, I would love to just know more info about all my guns and material. If you look at a recent change in Factorio, if you alt click any material or item, it pops up a info box. Would help know what "Decaying Land" means the first time, or refreshing yourself that sand is absorbed by creep.Mixing liquids can be a little bothersome. While it is a very fun gimmick in the early game, I'd love an "late game" ship that could do most of the mixing for me. I click a button and it makes a jar shape below it out of shielding, and then I click I want Boomzine and it pours the ratio needed to mostly fill the jar.Not going to go into detail, just want to say, I read some negative reviews and found most of their points to be "The game did something I was interested in, but didn't do it well enough". While I agree with the review, which is in broad strokes "I wish there was more to do in the game because what I got was very fun" I want to leave a positive review and encourage the Developer to make more mission packs and expand on the groundwork he has clearly worked hard on. He's got an awesome game on his hand, and the fact that almost all the negative reviews are either "It's not like Creeper World 1-4" or "There wasn't enough of it" should tell you that it's not a bad game, just a game that some people are having a hard time loving.I whole heartily believe that if the developer had infinite money and time, this game could become an all time classic, but as is, it's a good game with great potential.
The Creep returns, a different type of game from the top down or 3d tower vs creep games of 3 and 4 but it still is the same old creep trying to take over the universe.Good bitsStill a fun, simple but challenging strategy game
The Story such as it is still entertains...will we ever find the true meaning of the creep
Graphics and sound suit the style of game wellBad
To me not as good as creeper world 4 or even particle fleet at this point, fan maps do tend to be the longevity for this series thoughPerformance on my system is patchy, never had that except on very busy player maps on 4 but now sometimes it will slow down for no obvioous reason at times. my computer is a few years old thoOverall based on initial release and a dozen or so hours I think its worth a buy especially if your a fan of the series so far.
I've enjoyed each of the Creeper World games and this has the same 'just one more' feeling for me. It's a mild reinvention of the genre - with a 2D side-view world played vertically, instead of the top-down style of the prior games, and a bit more emphasis on puzzle-solving than RTS or tower defense. I'm not usually a fan of low-res pixel graphics but they work well for the game and aren't bothering me here.
I had some fun with this, mostly when I went against the dev's intended solutions. (Using Stone to permanently block off an emitter, or staying in the [spoiler]"unwinnable" 15 minute mission, and completely clearing the map of its self-replicating creeper[/spoiler])The game introduces mechanics, level after level, which had me hopeful that I'd end up with some mission which would test me on those, but this never happens. The penultimate mission [spoiler]introduces Ixeide, a material that destroys IXE buildings, but this material does not do anything against the final boss. Instead, the final boss is just "hold down the left and right mouse buttons for 10 minutes and win"[/spoiler]. The sidescroller mode does not have anything going on to make it interesting (it has a singular mission), and kinda feels like it took away resources to make the rest of the game better.I trusted the dev after having played Creeper World 3, a game which had good progression, good design decisions, and non-linear gameplay. But this game does not deliver on that front, instead building up new mechanics, that are never given more depth down the line. This feels like an alpha build, solid proof of concept, fun elements, but zero substance outside of the penultimate mission. Community missions and a map editor are nice and all, and I had fun playing some of the community maps, but, the main game needs more interesting missions for it to be worth it. It feels like the community has to take up the game's slack, and fix the lack of content issue.I have a few (rethorical) questions that summarise my thoughts about this game.Why is there only one mission [spoiler]out in space[/spoiler]?
Why isn't the concept of creeper gravity explored more?
Why are there only 3 alchemical recipes? 4 if you count the hyper-specific one?
Why is there always a singular easily cut-off [spoiler]digitalis maker[/spoiler]?
Why do phantoms even exist in this game?
Why does the 2D platformer mode even exist?
Why so so so so many one-off concepts and mechanics, that are introduced, and then forgotten about?Why is this game so short?Since the game is fully-released, I'm not holding my breath that the story mode is ever going to be improved, which makes me very sad, because this game had so much potential
This game, or rather this entry in the series, disappointed me. It is not compromised by any specific big flaw, but, rather, the game is a mashup of barely sewn-together poor decisions and downgrades that results in a mess. When I say X is bad, poor, etc. - this is all just my opinion, but why else are you reading or writing a review?- The game's fleet-based like PF. Unlike PF, ships are almost a single-entity unit. In PF ships' specific parts felt separate. They were built separately, damaged separately. Each ship also had a whole array of accessories. Here, the most universal ship is probably the freezer with the freeze gun and lathe. Most others are very much single-purpose, or missiles+cannons at most. The amount of ships is low, and their total firepower feels very small and barely enough to complete a scenario, and you just always use them all combined because of that. Each ship that isn't a combat one is a gimmick - Spirit ship completely abolishes digitalis in every scenario, at least every default one. Spore ship deletes all the spores in its radius. Freezer ship freezes [i]any[/i] amount of creeper making the pool's depth never matter, as long as the opening is small enough that your freezers can freeze all the open surface of it. AC ships are only there to make AC at specific locations, like breeders, because having 2 ships isn't nearly enough to produce it in combat amounts, never mind draining at one location to deposit at the other (it's plain produced faster by the miner, too). The energy reactors, as others mentioned, are "place and forget" and it's never an issue unless it's a scenario with some "backdoor" threat. You don't develop more energy etc. as you grow. Finally, there's just rather few of them. The fleet feels small, narrow in functionality, clumsy and weak.- The falling sand/soil mechanics are there, but they don't add much. The recipes are unwieldy to use, there's only a couple, they can disappear due to glitches or weird mechanics and they cause a lot of confusion. It almost seems blind-copied from Noita, if I'm being totally honest. There's a ton of things that are involved, but very few that are used. Why is there gas when digging? Can water condense? Creeper gas? Why do liquids behave like sand almost? What types can/can't be penetrated by Creeper? Ships? Bullets? Energy packets? Which are explodable? What sinks/floats? Very little of this is explained. Yes, you can just ignore it and the game isn't that much harder without understanding any of that, as long as you do the 4 main recipes, but it still feels both like a missed opportunity and visual/informational clutter that messes with you.- The game's laggy. Very. It just drops in performance when trying to set to high/highest speed. While all CWs were somewhat prone to that, including 4, they were a) less prone to that, still and b) they had a way higher scale of scenarios it feels like. Here, the maps feel claustrophobically small and yet it lags like crazy.
That is not to say that it's necessarily possible to make the same game and have it be more optimized. That is to say:
[b]if the game you've built lags hard, something should've been done differently.[/b]
I have been told the hardest part is creeper simulation - it should've been simplified, then. Dumbed down. You barely see it in the open with the waves and all that, usually drilling a 2-3 pixel wide hole into a deep pool and beating it into submission. I'd way prefer the game to have more "dumb" creeper but at more FPS/speed, since digging through huge pools is just 30 minutes of ships firing+freezing into a tiny hole in a lot of scenarios.- UI/UX and qol are very poor, overall. No way to see how much creeper does an emitter produce. Seriously? That's the first thing you look at when you open a map, how hard/bad the emitters are! No way to see a unit's build cost! No way to toggle off those win-condition dices from hogging your energy. No way to prevent them from preventing you from building or moving. No way to turn off lathing resources (and leaving holes correspondingly). No way to visually determine the depth of regular creeper. No way to turn on all of the ship's tools radiuses at once. Only on mouse-over of an individual ship. [b]You can't move ships in squads[/b]. You can [i]select[/i] them all, but still have to click a position for every single one after that. No way to rebind the default behaviour, which is "drag to mine things" vs "drag to drag a selection box", which is done by holding Shift. The last RTS where I saw a selection box dragged with a hotkey was Warcraft I. Not even the (poorly) remastered one, the DOS one. How did all of these things happen? All of this and more qol was there in PF and CW4! Squads, squad move, slide move, detailed unit data, radiuses of everything. Can't even see bot health.Some smaller things:
- Pixelated look is a mess. Sorry. I understand this is a style choice, but it's poorly executed. The colors are way too vibrant and all over the place. The pixels use different scaling in different places - even ships use x2 resolution vs ground/world tiles. It just doesn't mesh together. The graphics overall look like something out of the Flash games era. After PF and CW4 it's a downgrade.
- Gems straight buffing everything is boring. Yes, sometimes there was little strategy, but PF's selection of global upgrades (energy or autonomous reactors? land energy or mine energy? maybe place on a strong ship?) did provide some choice. Here there's literally none, it just buffs all the ships and energy production.
- Alchemy and recipes work poorly. Some liquids etc. disappear due to how creeper spawners work.
- Creeper spawners throwing creeper-spawning sand was a bad idea in itself. Ok, maybe it doesn't lag (not 100% convinced though?) still, why? Cool factor? I'd prefer seeing how much does the spawner produce per second. I'd rather not have it "delete" Creeper Eater or Acid from the level. I'd rather not have it depend on terrain that much. It just introduces nothing but issues.
- Creeper "squeezes" through walls sometimes. Embers from explosions straight ignore collision and ignite wood pieces seemingly shielded by walls. Physics overall isn't perfect. It can't be, but previous games didn't have those issues. For a game that can be played per-frame for perfect execution, things being "wonky" is a very bad thing.
- The story's almost a carbon copy of CW 3/4 but worse. I know people probably care little, but it's time to try and develop something fresher I do feel like. PF was kinda fresh. The characters are incredibly cliche and are, again, a series of copies of characters from previous titles.
- A lot of techno-babble in description. Not really explaining things sometimes works better. Giga-mega-quasi-quantum-cannon sounds amateurish when there's no technology/principles really described in the universe.
- The sound design is irritative. Again, I do think it's intended to be a match for pixel graphics, but the issue isn't with its style, it is with design itself. It's loud, irritative and hard on ears. The music's great though.
- AI voiceovers were a bad move. It's not that it is AI. It's that it's wasn't even needed. The whole game has like 200 lines of tutorial text voiced over by KC's AI-genned (seemingly?) voice, and some select few story dialogues were voiced. It doesn't add anything. It also sounds very hollow. The whole amount of voicing could've been done in an evening, if it should have been there at all, really. So instead of making it a feature, it sounds mediocre, it doesn't add anything, and it scared off people who are hard against AI. Again, feels like a poor decision.It's a downgrade from CW4 and PF. Loved both of those, played hundreds of hours of both. Won't be returning to this one probably, don't care how powerful the editor is. It's flawed at the core. Hope the next one will either be a regular CW chapter, or a full-fledged spinoff like PF.
I've enjoyed every Creeper World game right from the start. This one is quite different to the others but it works and I had a lot of fun with it. The Creeper World concept was a welcome innovation to RTS and I see they are still innovating. This one is quite different to the others. Not better and certainly not worse. I had a lot of fun with the campaign (probably 10 hours I think) and I'm looking forward to playing the Tangent and user contributed maps.Performance was good on my relatively old Alienware laptop. No stuttering or frame rate problems.I've found each of the Creeper World games to be worth my time and money. This is no exception.
its a much lesser game then the any previous entry, No logistics, no build variety, and significantly more limited map designs. its less a choose your own adventure and more of a strict puzzle game like some of the custom maps of old.
I'm a big fan of the Creeper world Serie since it was a flash game. And my favorite ever is CW2.To be faire, this one doesn't even feels like it's a Creeper World game. It has be dragged too far of the CW core.
I understand, things needs to change, to evolve. But this is way different, not just an evolution. And ... graphics style is one these things that don't need to changes.The 3D one was unecessary, but this very title looking more "oldschool" hyped me.
I dislike the pixel art games in general. And this one is a mess, it lacks clarity and even leads to eyes fatigue.
I understand the gameplay work around it but even if the idea is kinda cool on some point I just can't.About the gameplay, this title is similar but yet very different from the older titles.
Before it worked with a grid, every block had a purpose, could be damaged or whatever.
Now, the grid is gone, offering a new way (not better IMO) way to play.The mechanics are also different and kinda disorienting.
Exemple : You can right click and drag to select area to dig. However, you can't cancel it. So if you make a mistake, well that's too bad.
Maybe you can find a way in the settings, but I wasn't interested enough anymore.
Other games were ergonomic, this one feels clunky and awkward to play.
Not even mentionning your ship don't move anymore, it "melt" to move somewhere else. Like, what?!The story mode, has a uncessecary lots of clicks to get to start a game.
Select galaxy, select solar system, select planet... and so on.And I wish there was an option to mute the storylines, just popping constantly.TLDR :
Not ergonomic to play
Cluncky gameplay
Feels more like a puzzle game than a CW world. Lost the soul of the serie.
Bloated with complicated useless menu
Pixel art game is not my taste
Has some interesting ideas but fails to combine them into an enjoyable game. Would benefit from spending time in early access to iterate over specifics
I've always loved all the Creeper World games. Its hard to really describe what I like about it, i guess its something about the constant progress you make until wham, there's big process and its so satisfying.
Great addition to the series, the last level however, felt like a slog compared to the rest of the game, would have likely been better to have that level be a different mode
Huge step backwards for the series and not a game I really enjoy playing. Tedious at best, outright frustrating at times. Sadly I'm well past the point where I could refund, else I would.
1-4 GOOD. This one is boring and missing what they had. I got through a lot of the campaign but could not finish. Hats off regardless for trying something new.
The creeperworld series continues to innovate and change the playstyle. There are elements that are familiar from past games but i have thoroughly enjoyed this new iteration. The 'sand' elements remind me of online flash games from the early 2000s. Looking forward to many hours of play on user created maps and dare i say the next installment. Thank you for providing me with hundreds of hours of enjoyment over the past 10+ years.
Took me 17 hours to finish the storyline. The creeper World Series is one of my favorite Tower Defense Games. But I think it is my least favorite game from the series. Remembers a lot to Creeper World 2 but I did not get as much joy as with the older games. What I really that was cool and new was the last Mission of the main story. Maybe the next Creeper World game could be more like this with additional ships or some other twist. That was a quite new experience for me. I also did not understand one or two details, there was something missing in the Help-Section (but since right now I can't even remember what it was it didn't really disturb the experience).
So thanks again for a nice Creeper World Game! Go ahead, I'm already curious for the next one (if there will be one)
Eh, If I could give this game a totally neutral rating I would.It feels like a major step down from the untold quality we got in Creeper world 4, and overall is a pretty forgettable experience. Not bad for the price but I don't expect to come back to this one like I do the other games.
Pro: Quality of the gameplay has improved, with some fun new mechanics utilizing the voxel terrain.Con: Quality of the campaign and story... managed to get worse. Sorry if anyone still cared about the plot here. Enjoy the freeplay options?
At the moment, i cannot recommend this game.The gameplay itself isn't a huge departure from the previous games of the series, but it feels more like particle fleet than creeper world. The physics themselves seem arbitrary and only do what the immediate level design wants it to do - for instance, the creeper will defy gravity and flow upwards through a tunnel, but in every other case, it will flow downwards.the art itself is functional, and some of the ship movement animations are very nice, seeing the little blocks zip around is quite satisfying, but the game itself isn't about to win awards for it's graphics.I also suffered quite a lot of slowdown and stuttering when running the game in 3x speed, even when little was going on beyond the sloshing of the creeper, which is quite worrying overall.On top of this, the use of AI for the voice acting lends the game quite a unique soullessness, and immediately took me out of the game, it honestly would have been better to go without it, as i didn't encounter any non AI voices, the only places where there was "Voice acting" was entirely AI.