floor provided, and allowing the attackers to move onto the next layer. Traps and units are divided into melee, ranged, and magic categories, with the three types dealing extra damage to each other in a rock-paper-scissors manner. Each level begins with all obstacles removed, and completing levels earns the player additional types of units and structures to build. The path that the player takes through the levels of the game is not linear; there are side paths that can earn the player additional Negative Power and units. If a level is failed, the player retains some of the Karma they had earned before being defeated. Despite being released for the Wii, there is no support for motion control with the Wii controller. Synopsis My Life as a Darklord takes place in the direct aftermath of Final Fantasy Crystal Chronicles: My Life as a King, following the vanishing of Miasma from the world as depicted during the ending of the original Crystal Chronicles. The world is divided between the four allied races—Clavats, Lilties, Yukes and Selkies—and monsters that terrorised the world during the Miasma's existence. Following his defeat in My Life as a King, the original Darklord went to sleep within the Dark Crystal, allowing monsters to continue existing following the loss of Miasma. Upon her ascension, the Darklord's daughter Mira resolves to mount a campaign against the rest of the world. Over the course of her campaign, it is revealed that Mira's mother was one of the Selkie tribe, and the Darklord's wish was to create a bridge between monsters and the other tribes. After the final campaign against King Leo, protagonist of My Life as a King, Mira decides to forgo her plan for world domination and fulfil her father's wish of bringing coexistence between monsters and the other tribes. Development The plot outline for My Life as a Darklord was in place during production of its prequel My Life as a King. The original plan was it to be another city building game, but the team decided to make it more original. Production began in 2008. The initial design for the tower would have required fourteen unique floors, which would have been laborious to create. With the idea of artifacts, the team were able to impelement customisation, providing variety between floors without the additional workload. According to producer Hiroaki Iwano, testing and game balance was the most strenuous