Tower Defense
What it is. Enemies walk a path; you spend a shared economy building towers that fire on them. The whole game is where you place what — a spatial optimisation puzzle that plays out in real time across escalating waves.
Player fantasy / why it’s fun. “I read the wave, I built the counter, I watched my machine hold the line.” The satisfaction is a plan surviving contact — then the finale wave that almost breaks it and doesn’t.
Pillars
- Counters must bite. A counter is near-hard, not a soft resist. Soft resists get erased by tower-count scaling — if stacking one tower beats everything, there are no build decisions.
- Coverage is geometry. range × distance-to-lane = the fire-window chord. A tower’s worth is how long it can shoot each enemy. The range ring is the genre’s most important UI.
- Waves breathe. Pressure then relief. Runner waves are breaks; the curve ramps in envelope, not monotone HP. A wall of ever-bigger numbers is a spreadsheet, not tension.
The loop stack
| Scale | The beat |
|---|---|
| Moment | Place/upgrade a tower; watch its ring cover the lane; a leaker slips and you patch the gap. |
| Encounter | A wave: read its archetype mix → the economy you saved buys the counter → it holds or leaks. |
| Session | A map, ~10 waves: opening eco vs defence tension, a midwave spike, a finale that peaks. |
| Meta | Unlock towers, maps, difficulty tiers; carry a build-order intuition between runs. |
Essential systems
| System | Why it’s load-bearing |
|---|---|
system-counter-systems | The duel matrix. Each enemy archetype has a near-hard answer; picking it is the decision. |
system-enemy-archetypes | The alphabet a wave is spelled from — fast/armored/flying/swarm/shielded. |
system-difficulty-and-dda | The wave curve: ramp, breathers, finale peak — gate on shape, not raw HP. |
system-economy | The spend that makes placement a choice — build now vs save for the counter. |
system-encounter-design | Composing archetypes into a wave that demands a mixed build. |
Content & difficulty model
- Wave = an archetype recipe. Author waves as mixes (8 fast + 2 armored), not HP totals. Difficulty is the mix forcing a broader build, plus tighter timing.
- Gate the curve on shape. Assert “each wave ≥ 55% of the previous, finale peaks” — not monotone HP. Runner waves are intentional dips.
- The bare-lane baseline. A lane with no towers must fall early (null-strategy proof, FUN.md law 4). A “threat” a do-nothing survives isn’t a threat.
- Mixed beats mono. The intended mixed build survives 10/10; a mono build on a bigger budget fails. That gap is the proof the counters matter.
Signature-mechanic seeds
- TD but you also walk the path (perspective) — a hero unit you steer between builds; placement and positioning share your attention.
- TD but the towers are the enemies’ path (mechanic-swap) — every tower you place reshapes the maze; maze-building becomes the core decision.
- TD but the wave is a deck you drafted (structure) — you build the
attack for a rival lane and defend theirs. Pairs
system-build-diversity. - TD but ammo is a shared resource that runs dry (constraint) — towers compete for a finite magazine; over-building starves the finale.
- TD but towers age and crack (theme + tonal) — weathered stonework that ages each wave; repair vs expand becomes the economy tension.
The strongest TD twist bends the decision, not the theme: change what the
player builds against (a rival’s drafted wave), what the towers cost (a shared
magazine), or where the path goes (maze-building). See process-the-twist.
Common pitfalls
- Soft counters. A 20% resist vanishes under stacking. Make the counter near-hard or the build collapses to “spam the best tower.”
- Monotone HP ramp. Waves that only grow read as a slog. Breathers and a peaked finale are the pacing.
- Invisible range. Without a visible ring, placement is guesswork and coverage-as-geometry is illegible.
- Economy with no tension. If you can always afford everything, placement isn’t a decision — starve the player enough to force priorities.
- Global upgrades over placement. If flat “+damage” buttons beat clever positioning, coverage-as-geometry is dead. Keep the map the puzzle.
Anchors
anchor-into-the-breach— perfect-information spatial threat-reading; TD is the real-time cousin. Steal its “read the telegraph, answer with placement.”system-counter-systems‘s duel matrix is the balance skeleton — treat each tower↔archetype pair as a proven duel.
Verify
Prove it in FUN.md §8 · Tower defense: mixed build survives 10/10, a bigger-budget mono build fails, the bare lane falls early, and counter duels resolve from both sides.
Composes with
system-counter-systems— the near-hard duel matrix the whole game rests on.system-enemy-archetypes— the archetype alphabet waves are written in.system-difficulty-and-dda— the breathing wave curve.
See also
sandboxes/pathfinding-demo— lane/path and flow-field wiring for enemy movement.examples/sokoban— the logic/view split reference: keep wave resolution pure, the range rings and hit sparks cosmetic (law 6).