Each of these basic towers can be upgraded twice, at which point one of two specialisations can be purchased. There are only four tower types to be built: barracks, mage, archer, and druid, the last of which takes the place of artillery for Kingdom Rush: Origins. Ideally, the towers will reduce the enemy survival rate to zero, but emergency tools like the Lightning Bolt, Reinforcements, and a summoned creature ease some of the pressure. In what is likely to be the most literal interpretation of the genre name, Kingdom Rush: Origins consists of building defensive towers while enemies charge stupidly along obvious paths to try to reach their goal.
Variety is the key to success, and knowing this one secret neuters difficulty.
Surprisingly, Kingdom Rush: Origins is not a "Tower Defense Lite." There is a ton of complexity, nuance, and difficulty here, though familiarity with the series substantially decreases the challenge. on NES: did many care to learn the in-game explanation for the breakable blocks? If players care, there is a story here, but it's like Super Mario Bros. In keeping with the general gaming trend of following a sequel with a prequel, as its name implies, Kingdom Rush: Origins takes the series' story back to the beginning and to the elves, but the story is really tangential to the whole thing it's likely that the majority of players don't know or care what their motivation is when it comes to tower defense, as demonstrated by the masterpiece Orcs Must Die! 2.