The result also suggests for more attention in the challenge regarding the enemies (variety and difficulty) rather than more complex tower management system. Their score is 1,93 vs 2,37 in core, 1,67 vs 2,39 in social presence, and 2,07 vs 1,91 in post-game experience. The participant that previously played another tower defense game gave score more in the core, social presence, and post-game experience than the participant that haven’t played it before. However, in post-game experience, the female participant scores higher with 2,15 vs 1,95. Overall, the game experience is received better by the male participant in the core and social presence components, with an average score of 2,27 vs 1,92 and 2,15 vs 1,86. The results show that male participant gains a significantly higher score than female participants. The questionnaire is divided into three: core, social presence, and post-game questionnaire. To test the quality of the developed game, we measure the game experience using game experience questionnaire. The game is developed using game development lifecycle from initiation phase through alpha version. In this game, dubbed Orbital Defense X, the player must protect the earth with a circle of defensive tower circled around it. In this paper, we propose a new style of tower defense game by using the circular placement of the tower. We focus on KRF because it is a popular video game in the tower defense genre, and highlights some of the challenges of designing appropriate PCG and playtesting algorithms for a commercial video game. We also add a fourth block: automated testing via a Monte Carlo search algorithm, to ensure the generated content is playable. We then automatically create new building blocks in the style of the original game, utilizing techniques from Procedural Content Generation (PCG), and assemble them to create new levels. road maps, tower locations and monster sequences.
![gemcraft chapter 0 too hard gemcraft chapter 0 too hard](https://i.ytimg.com/vi/DyjPTj5Wnd8/hqdefault.jpg)
We first analyze the three main components, or "building blocks", of the popular tower defense game Kingdom Rush: Frontiers (KRF), i.e. Because level production and testing are both time-consuming and labor-intensive, we propose and implement a framework to automate the process. Tower defense is a popular subgenre of real-time strategy game requiring detailed level design and difficulty balancing to create an enjoyable player experience. It becomes apparent that revenue models for mobile apps must be analyzed and considered specifically for their respective sector, and that no single promising revenue model for apps exists. A wide range of Tower Defense games utilizes the revenue models app sale and free.
![gemcraft chapter 0 too hard gemcraft chapter 0 too hard](http://warehopde.weebly.com/uploads/1/3/3/1/133198269/496145193_orig.jpg)
This distinguishes the genre from many other genres and games. The most popular revenue model for mobile apps in the Tower Defense genre are in-app purchases. The analysis also identifies and explains two modifications of established revenue models. Following that, the quantitative distribution of revenue models and an analysis of the most popular apps' respective revenue models will be addressed. First, the usual revenue models of mobile apps will be discussed and then the Tower Defense genre will be explained.
![gemcraft chapter 0 too hard gemcraft chapter 0 too hard](https://vignette.wikia.nocookie.net/gemcraft/images/5/52/Level_5.png)
Additionally, this paper considers the qualitative implementation of the "free" model in the most popular games.
![gemcraft chapter 0 too hard gemcraft chapter 0 too hard](https://i.ytimg.com/vi/uhyAwQcDQlQ/hqdefault.jpg)
A special look is taken at the quantitative distribution of the app sale model and the free model in terms of quality and download numbers. This paper analyzes the revenue models of the most popular games of the Tower Defense genre on Google Play.