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Controls
Keyboard controls:
- The 0-9 keys each select one of the tower types for purchase.
- U upgrades the currently selected tower.
- S sells the currently selected tower (or detonates it, in the case of Double Barriers).
- N brings on the next wave of enemies.
- Space toggles the pause menu.
- Esc immediately exits the program.
An advantage to using the keyboard controls over their mouse equivalents, in addition to simply being faster to use, is that using the keyboard tends to keep the current item selected. Thus, you can upgrade a previously selected turret immediately after hitting N, or select and purchase a new tower without losing your bead on a high-priority enemy, for examples.
Mouse controls:
In the pause menu:
- The top option returns you to the current game.
- The middle option returns you to the title screen.
- The bottom option resets the game, with the current stage and difficulty level.
When an in-play turret is selected, the box brought up in the lower right includes one or two green buttons:
- The left button is used to sell the selected turret. The number shown indicates how much power you'll regain from selling it. In the case of Double Barriers, the sell button is replaced by a detonate button.
- The right button (present if turret is not at max level) is used to upgrade the selected turret. The numbers (in yellow, red, and blue) above the buttons, to the right of the current turret stats, show how much the upgrade would increase the cost, damage, and range of the turret.
Clicking on an enemy brings up a box in the lower right that displays the enemy's level, how many hit points the enemy has left, and how much power/how many points you'll receive by defeating the enemy. More importantly, selecting an enemy causes most turrets it's within range of to aim their fire at that enemy, even if other enemies are closer. And in the case of Yin-Yang Seals, the enemy doesn't even need to be in range; the Yin-Yang Seals will aim their shots (triggered by in-range enemies) at the selected enemy no matter where it is on the screen.
Difficulty Levels
There are four difficulty levels to choose from: Easy, Normal, Hard, and Lunatic. In Easy mode, there is a single entrance (on the left) and a single exit (on the right); while in all other modes, there also exists an entrance at the top and an exit at the bottom, along with twice as many enemies per wave as a result. Easy mode includes 30 waves of enemies, Normal and Hard both include 50 waves, and Lunatic includes 71 enemy waves. With each difficulty level increase, the enemies gain more hit points, but also give a bit more power/points upon defeat. Each difficulty level also differs in the selection of enemies for each wave.
Stages
The trial version of the game includes two stages to choose from: an empty hallway in the Scarlet Devil Mansion, and the Scarlet Devil Mansion's library. The bookshelves in the latter can allow you to save a little on fencing costs, but at the expense of maze design optimality and Lily path firepower density.
Scoring
Each enemy (with the exception of any formerly paired fluff ball) releases a certain quantity's worth of P items upon defeat, which are automatically collected by Reimu. These P items grant you a certain amount of power (for purchasing and upgrading turrets), and an equal number of points. Additionally, each time you use the Next Level button (or hit 'N'), a time bonus is added (as displayed to the right of your score), based on how much time you saved. (Once the final wave of enemies has appeared, the amount of time taken to defeat all the remaining enemies has no effect on score.)
At the end of the game, you're given 50 points for every health point you have remaining (thus, 1000 points for perfect health). Your final score is the sum of your base score, your life bonus, and your time bonus. High scores are only saved if you successfully cleared the stage.
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