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The route building is only different insofar as most other tower defense games add a little hitch for the sake of variety, whereas Fieldrunners is stripped to the bone. All the towers are recognizable in their functions and applications, the enemies your usual mix of various hit point levels, various numbers, various speeds, and flying units. Here is the sort of bare-bone essence of countless other tower defense games boiled down to the absolute basics. Here is the sort of bare-bone The term that comes to mind when I play Fieldrunners is, "Standard", with perhaps a hint of, "Competent". The term that comes to mind when I play Fieldrunners is, "Standard", with perhaps a hint of, "Competent". Its a pretty good game to get in a bundle but I wouldn't buy it on PC if I had a choice. The game isn't extremely well implemented, and a few fire spray towers will cause massive slowdown. Making it a bulky fullscreen program maybe wasn't a good idea. The game would be better on IOS, I think, because its a little thing you can do in the background. Creeps never change direction unless they absolutely have to, so you'll sometimes get them going to a row of stun towers and throw AOE towers even when there's a safer path open. The AI isn't as good at TD as those in Warcraft III, which was some of the first TD games (although the AI in Warcraft was pretty well programmed already, they still had to map it).
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Personally, I'd rather have simple paths and persistent tower leveling (rpg style) over the course of the game. The game sort of spices things up a bit by adding lots of entrances and exits per map. The modes There's only a few towers and upgrades, but there's a ton of modes and three difficulties for each, along with several levels. There's only a few towers and upgrades, but there's a ton of modes and three difficulties for each, along with several levels.