Cataclismo
So what’s the twist with Cataclismo?
My recent demo began in a dark autumnal woods.
Is this an action RPG?
Oh, this is an RTS!
But then we come to a clearing with a broken bridge and no way to get across.
Here is the twist!
It’s an RTS in which you could build.
It’s an RTS in which you have to build, in fact.
It’s tower defence!
But Cataclismo does not stop it already.
That’s all great, but you’ll need wood, so you’ll need sawmills.
You’ll need workers, so they’ll need houses.
Then you’ll need to actually place a quarry and confirm there are clear paths for all your workers.
Then you’ll need to think about walls because night is coming and here come those turkeys again.
Tall walls are strong walls, but what if you’re low on bricks?
How do you make low walls stand a better chance?
And where do you place them and your own troops relative to them?
This is the second part.
You are never far from disaster.
It was right out of Laurel and Hardy.
But what brings it all together is those turkeys that attack every night.
Earlier today I positioned my forces, built my walls, and then waited.
And it wasn’t that they so much threw themselves at my defences.
Instead, they sort of steadily ate them.
Just don’t ask me about why the stairs are out.