We had to organize a meeting via computer chatting in order to get a game started. Actually playing with a specific person is nigh impossible to do because, for some reason, it fails to recognize friends who are online. Friend integration is both overly complicated and hit-or-miss (not a fan of Crystal, either). It seems like something that should be the driving force here, but as of right now it feels like a broken mess.
The big issue I've had with Spice Invaders is the multiplayer, sadly. The overall interface is also pretty slick and easy to navigate, too. I'm particularly fond of seeing a rarely-used turret saying something akin to "I feel useless." It made me laugh. It looks great with lots of colorful imagery, plenty of visual upgrades to each tower and these adorably goofy little speech bubbles that pop-up from time to time to show what a given unit is thinking. Each stage (and modes, once they're unlocked) can be replayed as much as needed and there's no shortage of incentive to do so.Īside from the ever present desire to unlock more and more stuff, Spice Invaders has a bit more going for it. Players will do the deed throughout several varied levels/maps gaining experience for their pirate to unlock new towers, spending earned cash and points on said upgrades, unlocking new levels and eventually new game types. It's a surprisingly compelling and rewarding system with one major drawback: the multiplayer.Īssuming we're all knowledgeable of tower defense games, I'm going to cut right to the specific nuances. Extra towers, new upgrades, special passive abilities and even cosmetic items can be purchased with spice earned (or bought with real money) through repeated play. What makes Spice Invaders a worthwhile tango partner is the way it's practically full-to-bursting with content. This is a song and dance we're all very familiar with.