Before I begin on the elements, I’d like to say a few words about the game design of the game. Cursed Teasure 2 is a simple tower defense game and yet, it attracts players by its unique art style, and a class system in the actual defenses themselves. But how does it retain the player? Similar to my last analysis, the answer is simple. It is because of the progression system in the game. It keeps the player in by the variety it can offer by the progression system. And I guess that’s the objective of the game to gain its revenue in such form.
How does the game invite the player to play?
The game invites the player with a classic start option with their studio logo.
How many players?
Sadly game is based on single player basis.
What is the role of the player?
The role of the players is to stop enemies from destroying the treasure gems.
What is the player interaction pattern?
The player interacts with mouse clicks and some keyboard shortcuts.
The Objective of the player is to defend enemies from entering the cursed treasure canyon (an area). Successfully defended battles results in earning more XP leading to leveling up.
What impact do these objectives have on the tone of the game?
By these objectives you can level up and enhance your skills by skill points after each level.
You start the game by choosing an area to defend but with only some towers and special abilities and you advance through the game by gaining/unlocking more towers and skills by leveling up. After completion of several stages you confront big bosses who are very strong, and the game ends by defeating the biggest boss of all in final area.
What are the rules?
- Can’t keep objects where ever the player wants.
- Can’t use the Mana whenever the player wants.
- Should earn the money can’t have unlimited money.
- Can’t upgrade without skill points.
- Can’t control towers while in battle.
Rules Defining objects?
- Can’t keep objects where ever, as there are already trees or bushes in the way.
- After depletion of Mana as you have to gain it through wells.
- Player has to earn money through buildings, caves, villages.
- Level up to gain skill points.
- Towers automatically shoot.
- Player has map areas and unlock new ones by clearing the first ones.
Rules restricting actions?
- Can’t building on abstract platforms.
- Can’t use Mana when depleted.
- Can’t have unlimited money as the player has to earn.
- Need XP to level up.
- Can’t control shooting of towers.
- Can’t access all map areas as player likes.
How the player learns the rules?
By some tutorials on start of the game and some basic general knowledge about the tower defense games. Player gets some notifications about the new enemy he faces.
What are the resources that the player has to manage?
The player has to manage some primary resource like:
- Skill Points
- Area control
- Replacing towers
The only and major conflicts of the game are other small enemies and big bosses.
Main Dilemmas of the game are:
- Placing the tower
- The skills to upgrade
- The towers to level-up
- Spending Mana
- Removing a tower
- Spending Money
What separate the game from anything that is not the game?
The game is unique in fantasy perspective and the objects are unique than other games, the purchasing of towers and skill upgrades are separating this game from others.
What is the outcome of the game?
This game has no story. For completing the game you need to clear all the areas. After completing a level you’re the player gets rating, based on his performance and further asking the player to try out night mode.
Is it a zero-sum game or a nonzero-sum game?
The player can win the game by defeating all the areas and their bosses, hence this game is a zero-sum game.
1. The Challenge
What are the skills required to perform the tasks?
Strategic thinking to manage towers and money.
Managerial skills to manage are needed to win.
Level of skill required?
Player while playing needs to have strategic thinking and managerial skills and need to know how tower defense games work.
Which elements is the game using to require these skills?
The game uses time elements to let the player acquire the Mana and to proceed further.
How does the game raise its difficulty?
The game raises the difficulty according to how much you have skilled in game and how many areas have you completed.
What are the player’s goals and feedbacks?
The goal of the player is to keep defending areas till the area and to keep on leveling and skilling up in order to defeat defend new areas. If the player wins, he is awarded skill points. And if he loses, the player can try again.
What are the game’s natures of play? (Agôn ludus / mimicry- ludus / agôn-paida / etc.).
The game’s nature is mimicry ludus.
Because it has competitive and vertigo play with unregulated athlete, vertigo children fantasy.
What types of player would be interested in this game?
What are the levels of engagement for each gameplay phase?
Level of engagement is same for every gameplay phase
What is the premise of the game?
The premise of the game is fantasy elements, concretizing the representation of dreams and imagination.
How is it exposed to the player?
This is exposed to the player in introduction of the game, at the start option itself.
Does the premise unify the formal and dramatic elements? If yes, how?
Yes, the premise does unify the formal and dramatic elements by adding fantastic elements that define the gameplay of this game.
There are no characters to play.
What kind of story is it?
Linear progression with no story.
6. Dramatic Arc
What kind of dramatic conflict is the game using?
The game is using
- Character vs. machine
How does the game expose the conflict?
The game exposes the conflict by a small amount of given time limit wait for the enemy to arrive and for you to prepare for battle.
How does the game raise the tension?
The game exposes tension by rising action and tension of resources also.
What is the climax of the game?
The game ends by defeating the final area and its boss.