Tiestru PC

Tiestru Image
  1. First Review
  2. Second Review
  3. Third Review
  4. Fourth Review

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User Score

Overwhelming dislike- based on 7 Ratings

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  • Summary: Tiestru offers a new perspective to strategy games. The player now has control all over the map and defines his strategy with the structures that he builds. Each structure, each connection, each location offer new and enhanced powers.
Score distribution:
  1. Positive: 0 out of 2
  2. Mixed: 0 out of 2
  3. Negative: 2 out of 2
  1. Sep 22, 2014
    Tiestru could have been an interesting take on the tower defense genre, but unfortunately it's not. Each and every aspect, from basic design to execution and asset models points to not enough time and resources being invested into making the game.
  2. Oct 19, 2014
    All elements of Tiestru coexist in harmony as they’re all pure, undiluted garbage.
Score distribution:
  1. Positive: 0 out of 1
  2. Mixed: 0 out of 1
  3. Negative: 1 out of 1
  1. Feb 13, 2017
    Frankly, it's just boring.

    It looks moderately good, as far as the levels go. The enemies are just blocky orcs that all look the same (the
    Frankly, it's just boring.

    It looks moderately good, as far as the levels go. The enemies are just blocky orcs that all look the same (the only difference being color of the head) and sometimes we also get simple spiders or scorpions between the waves of orcs.
    Well at least we HAVE those spiders and such among the enemies, the towers at your disposal are completely lacking in imagination, creativity... and usefulness. The towers are just generic crystals, that differ in color, based on their function, and there are only six of them.

    The gameplay is nothing interesting or new, the open, 3D environments where you can build whatever tower formation you want, is probably the only good thing I could say about this game, but while it is nice idea, the game failed to utilize it (and also, camera controls are rather poor and mildly annoying.)
    Open levels like that could be used to let players build large mazes of towers, and let them test various different strategies, but the game decided to make short levels, where you barely have time and resources to put even a dozen of towers, before you have to start from square one in the next level. And even if you had those and could build actual mazes, it wouldn't work because you can't really direct enemies as you want, since for the most part they'll just destroy towers in their path, and charge straight for the core. So all you can really do is to make simple formation around the core, and wait until all the enemies die, so you could do the same thing in the next level. That is also enforced by the fact that most towers are pretty much useless, and you'll probably use only two out of six available.