genre

Use when

You want a spatial build-and-defend loop where placement and counter-picks decide the run, not tower count.

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

  1. 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.
  2. 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.
  3. 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

ScaleThe beat
MomentPlace/upgrade a tower; watch its ring cover the lane; a leaker slips and you patch the gap.
EncounterA wave: read its archetype mix → the economy you saved buys the counter → it holds or leaks.
SessionA map, ~10 waves: opening eco vs defence tension, a midwave spike, a finale that peaks.
MetaUnlock towers, maps, difficulty tiers; carry a build-order intuition between runs.

Essential systems

SystemWhy it’s load-bearing
system-counter-systemsThe duel matrix. Each enemy archetype has a near-hard answer; picking it is the decision.
system-enemy-archetypesThe alphabet a wave is spelled from — fast/armored/flying/swarm/shielded.
system-difficulty-and-ddaThe wave curve: ramp, breathers, finale peak — gate on shape, not raw HP.
system-economyThe spend that makes placement a choice — build now vs save for the counter.
system-encounter-designComposing archetypes into a wave that demands a mixed build.

Content & difficulty model

Signature-mechanic seeds

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

Anchors

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

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.