Final Fantasy Crystal Chronicles: My Life as a Darklord is a 2009 tower defense video game developed and published by Square Enix for the Wii and distributed through the WiiWare download service. The game is an entry in the Final Fantasy franchise, forming part of the Crystal Chronicles subseries. Taking place after Final Fantasy Crystal Chronicles: My Life as a King, the game follows the titular Darklord as she defends her mobile tower from waves of attacks as it travels across the kingdom. Planned during production of My Life as a King, My Life as a Darklord began development in 2008. The game's aesthetic was influenced by lolita gothic and punk fashion. The narrative, and the protagonist, were designed to subvert both series and genre conventions. Composer Kumi Tanioka returned, having previously worked on the other Crystal Chronicles titles. The game received generally positive reviews, with critics generally praising the game's gameplay and presentation while critiquing a lack of in-game depth. Gameplay Final Fantasy Crystal Chronicles: My Life as a Darklord is a tower defense video game; the player is tasked with defending their tower from waves of attacking enemies. Each level takes place in a different part of the kingdom, as the tower is mobile, and consists of multiple waves of attacks. Unlike most tower defense games, the gameplay takes place in a side-viewed tower with enemies marching through each of the tower's floors linearly, rather than through a top-down perspective of a circuitous route. The player places traps and combatants in the floors of the tower, which then cannot be removed. The level ends when the attackers have reached the Dark Crystal at the top of the tower, or when they have all been defeated. Defeating enemies gives the player Negative Power, which can be spent in the level to place more obstacles, upgrade existing obstacles to more powerful ones, or build more floors onto the tower. Karma is earned for finishing levels, and can be spent between levels to increase the maximum size of the tower or the starting power of the units. The floors come in different varieties, and provide offensive, defensive, and supportive powers to the obstacles placed on them or the enemies walking on them. Each floor has an artifact, which if reached by the enemy is destroyed, in turn destroying all units and traps placed on that floor, removing any status effects the