Cube Land Arena

Cube Land Arena

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This Time I Casually Played Level 14 (Greek Temple 4)
By Supersysscvi
There's a community thread in the discussions about "Level 14" and it "Being Hard." Here's me, playing level 14, as a filthy casual. ^^;
   
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Why?! >:(
So, there was a thread in the community about how hard this game is.

Not like I haven't played some indie budget titles in the past, but they mentioned Level 14 in example. As the crazy person I am, I just went and played it, seeing how hard it was. And so I'm going to talk like this is a video, but it isn't. Yaaaay.

But why go through with this? You see, some tower defense games are hard. Like puzzle games, which I'm bad at. You have to place the right tower at the right place in order to progress. Not just win the last level: to progress!

Cube Land Arena has an interesting twist: the opening is hard, and there are some difficulty spikes. This is different than the entire game being one, long difficulty spike. I got to level 15 enjoying such an interesting balance of length and ease of access.

To begin, the level in question:


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In the center of the tiny thumbnail is the lane in question: a tiny lane with, like, 8 towers. But it's manageable with some basic tower defense knowledge, which I'll illustrate in some titles below. ^^;

But for now, you'll repeat normal strategies you've gotten to get you here with the other two lanes. For this one? We'll need to strip strategies down to their roots, with...
Wave 1: The "Scout Rush"
Ah, yes: time to talk about an interesting strategy I've learned over the years:

The Scout Rush!

...is what I call it. ^^; Might be called a "Villager Rush" in Age of Empires 2, but it's basically this: you throw out the cheapest unit you can in order to deal with early waves. In Roblox tower defense games, this is vital because you can never trust randoms to have anything other than an end-game strategy; thus, you need an opening move, a mid-game move (usually for harder or special enemies), and an end-game move.


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This, you do, with the purple towers. 2.5 times cheaper than the green one and extremely cheap to upgrade, they're great to place as many as possible. Their downside is that they are weak and have low range, which upgrading doesn't help with. But this is the power of a scout rush: you can utilize it wave 1, and I only showed the daytime build.

I space them out, since killed enemies can waste a volley. Early and mid-game, this is important: a wasted shot from a powerful tower can let another unit pass by, so utilizing space helps against that.

Focus on being able to survive the initial night influx, and then focus on getting greens. They're the main scout unit, and should replace purples faster than I did, because...
Wave 2: The Green Tower Game!
Greens are the true rapid-fire units: with 75% the speed of a purple tower, but with 200% their damage, you should always aim for these over purples. This only works if you have the money, because:

Refunding costs you money!

In Bloons games, there's a farm unit. Farm units are almost vital in any tower defense games for expensive units. This game does not have that, so every single coin for towers is vital! So you never want to refund, if you can help it.

Thus, we've got this shot from Night of Wave 2:


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Instead of selling any purples, I placed greens everywhere I could. That's the other use of setting towers one space apart: you can put other towers between them without selling them!

That allows me to keep a high DPS for that main lane, and using the scout rush to cover the other two lanes (as you can see in the bottom-left).

That leaves us with...
Waves 3+4: Slow Build...
Next, we want to build up to blues. How do we do that?

Very, very slowly.


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Looks like I had blue towers in wave 4. So I probably replaced those green towers (note for later: they're in the wrong spot) and upgraded some of the other towers. Given another guide... wait, the tower values aren't the ones I have. But let me give you a gist of what I'm talking about:

Blue Level
Blue Speed
1
17
3
18
6
19
8
20

I swear this is important later, but because of the range buff to leveling up greens get, leveling up isn't bad in comparison to purples. Level 5 will probably cover the entire tiny lane, when placed in the middle; when placed near the temple in the nearby lane, it should reach the center lane at level 3.


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Because the temple is the central point, you can utilize lanes to cover each other. So you're not just limited to the one lane you work with. And blues & reds are MUCH MORE EXPENSIVE than greens, so that's why green is such a powerful backbone to an army.


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So, I guess I kept working up until I got this loadout for wave 5. Which we come to...
Wave 5: ...to the Long Grind
The last wave always seems to be the longest. Now I have photographic evidence! :D


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But sadly, my current loadout wasn't able to cover that lane. Good use to get rid of the bad purple tower, which I replaced with the red one. If you're not expecting to upgrade the red tower, it's cost-effective to place. Has a similar range to the blue, and does more damage than... I think level 6 blue tower? But level 6 blue tower gets a speed increase, which makes it more cost-effective in a long run, when planned properly.

Huh, just noticed I replaced the purples with reds pretty quickly. Onto:


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That should be what the tiny lane looks like. Keep upgrading greens to 5+, and blues/reds to 2 or 3. The other lanes should have greens at 5, and maybe blues at 3-5 to help with that lane. That should help you bully down any heavy HP enemies before they reach the temple.


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There are various strategies I use like courner towers and upgrade sizes, but I just sold the purples near the temple when they needed replacing. ^^; They were just that long. A blue/red or two along the courner, and upgraded the greens to at least 3. For that speed buff and range, of course~


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I was able to place some more towers along the last lane, but it wasn't much necessary. The purples, greens, and blues were enough to hold it. Did I even place a red there? I can't remember.

...oh, I did. Probably a good strategy for some heavy hitters around courners, though. :D

But yeah! And then once 33 minutes passed, I was done. Not too shabby~
Conclusion (Like in School! ^^;)

Here's a photoshop'd version of my score for that map; I added some chromatic aberration so you can tell it's photoshopped. ^^;

It's more selling off of towers than I normally do, but that's what happens when you run out of space. ^^; So, to recap:

Start with a Purple Scout Rush,
Focus on Greens Wave 2 and onwards,
Use Other Lanes to help Cover Weaker Lanes,
and try to sell ONLY to replace Purples with Better Towers.

.//. Hope that helps some people out.

^^; Just a silly guide, and I hope you enjoy this tower defense game~
1 Comments
Doctor Long 92 14 Dec @ 5:18am 
Very Cool Guide :wch: