Robot Revolution - reverse tower defense, where the player builds an army to work it’s way through a tower defense layout to destroy the factory programming center that takes their free will away and forces them to work menial jobs.
You buy/build assembly units that create different types of robots on one edge of the screen. The robots come out of the assembly units at regular intervals, depending on how difficult they are to make, and head out into the field, which could be wide open or built with a set path. The robots make their way along the field heading towards the programming center while being shot at and obstructed by defense towers and traps that the game, or an opposing player on wi-fi, places to stop them. You get points to spend based on the distance each of your robots travel before they die, and if they reach the programming center you get a big bonus.
The assembly units come in five types:
Lug Nut: the basic foot soldier of your robotic army. Average armor and speed.
Tank: Lots of armor, slow speed.
Zipper: Fast, low armor.
Bridge: Not so fast, has the best armor, but can not attack the programming center because it provides access across obstacles and can shield bots traveling behind/over it from tower attacks.
Ripper: The only robot that attacks towers. They cost more but over time they can break through a defense or take out a very dangerous tower.
The assembly units keep producing robots at no cost to the player, only buying them initially and upgrading them cost points. You can upgrade the assembly units to produce better robots, choosing different options to put your points in. For instance, you buy an upgrade for the Lug Nut and get two points to spend, you can put them into armor, speed or more rapid production, and every Lug Nut that comes out after that point will have the improvement.
The Bridge can be assigned to cover an obstacle or provide protection for a certain area by tapping on the Bridge unit then tapping where you want it to set up. While other robots are traveling through the Bridge they are not impeded by traps and do not take damage from tower attacks. Bridges do take damage and are eventually destroyed.
Rippers have multiple attack options that the player accesses by tapping on the assembly unit. They could be ordered to attack whatever attacks them, the strongest tower in their area, the weakest tower in their area, or whatever tower is doing the most damage to your forces. Every Ripper coming out of that assembly unit will follow the orders that were active when it was made, so if you change orders later on only the new Rippers will follow those orders.
You can build multiple assembly units of the same type, in fact you probably will have to in order to win the game. You could build three different sets of Tank assemblers focusing on the three different branches of upgrades (armor, speed, rate of production) or four Zipper assemblers with the same upgrade settings, whatever you wish.
The game, or opposing wi-fi opponent, builds and upgrades towers the same way most tower defense games do, and gets points by destroying your robots. However they can be giving orders. The game, or player, taps on any tower and get a list of options, such as “Upgrade Tower,” “Sell Tower,” “Shoot first in line,” “Shoot last in line,” “Shoot what everybody else is shooting” (where it targets the robot that is taking the most damage) “Shoot what isn’t being shot” (it targets the robot taking the least amount of damage) “Shoot strongest,” “Shoot weakest,” “Shoot Rippers/Bridges/Zippers/Tanks/Lug Nuts,” “Follow first targeted” (where the first robot that enters it’s field of attack is targeted and the tower continues to shoot at just that one robot until it is destroyed or leaves the field of attack, then the tower looks for the next robot to target). When there are multiple targets, like when ordered to “Shoot Strongest” and there are five identical robots in it’s field, it will shoot the one in front of the others. If it is ordered to shoot Lug Nuts but none are in it’s field then it will shoot whoever is first in line (default setting). Towers can be repaired but it costs points, takes time and they can not attack until repairs are done.
The computer will have different strategies based on the different fields and the player can upload new strategies via in-game purchases (the price should be “free”) which would allow players to play the game as either side, work up a winning strategy, email that strategy to OWL, who (after playing it a lot) careful evaluation can offer it for upload. This would allow people who beat the game regularly on a certain level to upload new strategies for the computer opponent, thus giving the game a lot longer life. Difficulty levels could be increasing or decreasing the initial starting points, getting more points per kill/distance, cheaper upgrades for the opposing side, or any combination of these.
