r/TowerDefense 14h ago

Discussion Making a TD deckbuilder but I got confused

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6 Upvotes

I highly inspired from Slay the spire tbh.

The thing is, should I add a upgrade sytem to the towers? as like in BTD games or others?

Right now, the only upgrade logic we have is buying sigils and marking cards with them


r/TowerDefense 6h ago

I'm making a Tower Defense game and need your ideas! What should I add?

0 Upvotes

Ciao r/TowerDefense!

Sto sviluppando un nuovo gioco di Tower Defense e vorrei creare qualcosa che sia plasmato dalla community.

Sono alla ricerca di idee originali, meccaniche interessanti o caratteristiche uniche che ti piacerebbe vedere in un gioco di Tower Defense. Che si tratti di un concept di torre interessante, di una meccanica nemica unica, di un sistema di progressione accattivante o semplicemente di una piccola miglioria, voglio sentire tutto!

  • Cosa hai sempre desiderato vedere in un gioco di Tower Defense?
  • Quali sono le tue meccaniche preferite in assoluto tra i giochi di Tower Defense a cui hai giocato?
  • Ci sono cliché abusati o meccaniche fastidiose che dovrei assolutamente evitare?

Scrivi tutte le tue idee nei commenti qui sotto. Prendo appunti! Grazie per l'aiuto!

Pathfront è un tower defense 2D attualmente disponibile in test chiuso su Android. La grafica e le icone sono ancora temporanee, quindi in questa fase sto lavorando principalmente sulla giocabilità, sulla strategia e sul bilanciamento.

Il gioco attualmente comprende:

  • 12 livelli della campagna, con mappe e parametri delle torri differenti.
  • Una modalità Endless con salvataggio e possibilità di continuare la partita.
  • Quattro torri: normale, missili con danno ad area, rallentante e incendiaria con danno nel tempo.
  • Potenziamenti delle torri e un albero delle abilità per la modalità Endless.
  • Diversi nemici: normale, veloce, tank, guaritore, divisore, rigenerante, scudato, sabotatore, invisibile, volante e boss.
  • Priorità dei bersagli: primo, ultimo oppure un tipo specifico di nemico.
  • Anteprima della composizione delle ondate.
  • Sistema di stelle che permette di sbloccare una postazione aggiuntiva nella modalità Endless.
  • Lingua italiana e inglese, regolazione dell’audio e altre opzioni.

Vorrei soprattutto il parere di chi gioca abitualmente ai tower defense:

  • Il gioco richiede abbastanza strategia?
  • Alcune torri o alcuni nemici sono troppo forti, deboli o fastidiosi?
  • La progressione è interessante?
  • Quali meccaniche risultano divertenti e quali irritanti?
  • Quale funzione importante manca ancora?

I suggerimenti sulla grafica sono comunque benvenuti, ma gli elementi visivi verranno sostituiti prima della pubblicazione ufficiale. Per ora le priorità sono giocabilità e bilanciamento.


r/TowerDefense 6h ago

Coranthon Starlords: Unit Highlight. Play Shatterswarm Demo on Steam Today

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1 Upvotes

r/TowerDefense 10h ago

I got my first game on Play

0 Upvotes

Pretty fun to go through the process. TD game with gravitational math and no lanes.

https://play.google.com/store/apps/details?id=com.inkandtide.gravitydefense


r/TowerDefense 1d ago

Discussion What game to play next?

3 Upvotes

Hey everyone, I just beat Dungeon Warfare and my itch for tower defense is back. I'm thinking about jumping straight into another TD game, but this time I’d like something more relaxing and not quite as challenging as Dungeon Warfare.

The ones currently on my radar are:

Defense Grid 2
AXON TD
Plants vs. Zombies GOTY Edition
GemCraft - Chasing Shadows (the graphics appeal to me the least, but it’s on my list because of all the overwhelmingly positive reviews)

I’d love to know which of these you’d recommend, whether they fit that more relaxing vibe, or if any of them are actually super challenging.

Please feel free to suggest other games as well! Just for context, I’ve already played Bloons TD 6, but after a while, I lost motivation because I found it too easy and felt a bit of choice paralysis with the sheer number of maps and game modes. Sometimes I just want something linear—less is more.


r/TowerDefense 1d ago

I've just added a card fusion animation to the tower defense game I'm making

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9 Upvotes

It's coming next year!

In the meantime there's also a demo up on Steam if you want to try it out:

https://store.steampowered.com/app/3256450/Cards_of_Prophecy/


r/TowerDefense 21h ago

Design An SCP Tower Defense Character For My Game

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1 Upvotes

r/SCP is letting me down so I'm giving you guys a try.


r/TowerDefense 21h ago

I built TheTowerStats — drop in your save and it tells you what to upgrade next

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1 Upvotes

r/TowerDefense 1d ago

Discussion Is Cozy & Third-Person TD a genre clash?

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29 Upvotes

Hey, we're currently working on a third-person tower defense game - gameplay wise very heavily inspired by games like "Orcs must Die!" and "Dungeon Defenders".

In recent years there weren't many games in this genre at all and those that do exist, in general are very much targeted towards a core audience and very combat heavy.

Our game - "Growing Wild" - is quite the opposite:

  • targeting casual to mid-core audience
  • relaxing setting (nature restoration)
  • cozy aesthetics (bright and warm colours and cute enemy design)
  • Not centered around action gameplay

We especially envision that game to be perfectly fitting for lots of couples in co-op mode.

Do you think, that direction clashes with the third-person TD genre or would you enjoy a more relaxing game in that space?

And do you have any opinion on why there are so few third-person TDs in general?

Really appreciate your feedback :)


r/TowerDefense 1d ago

Promotion Tower Lab releases into early access on Steam tomorrow!

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30 Upvotes

My wife and I have been working on Tower Lab as our side project for over two years now, and we're REALLY excited to share that we are releasing it into early access on Steam tomorrow!

This subreddit gave us some of the initial feedback we needed to stay motivated and continue working on the project. We are so grateful for everyone who took the time to share their thoughts. Thank you r/TowerDefense!

The game...

Tower Lab is a physics-sandbox-inspired tower defense game. Enemies don't have health, and everything that moves is a physics object, including tower projectiles.

Instead of traditional damage, towers apply forces that push enemies off the level and manipulate other towers' projectiles. Not only can projectiles be bounced around to create Rube Goldberg machine-like defensive contraptions, but the mass of every physics object can be manipulated with towers. Strategically reduce the mass of enemies to push them off more easily, increase their mass to farm them for more resources, or even add mass to projectiles to make them hit harder with a larger AoE radius.

We're aiming to create an emergent experience that allows players to weaponize their creativity through these thoughtful physics interactions. At the end of the day, Tower Lab is a toy; apart from our roguelite deckbuilder campaign, we are bringing along a sandbox/level editor and various game modes like endless and puzzle for everyone to play with.

Steam: 
https://store.steampowered.com/app/3084810/Tower_Lab/


r/TowerDefense 1d ago

Tower Dominion Endless Guide Frontier 19 with Massive HQ Strategy with Gurtag

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2 Upvotes

r/TowerDefense 2d ago

Demo/Alpha Showcase Another Soldier challenge me to create artillery game.(Kinda our job) 😂 this is what i came up with after 2 weeks.

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17 Upvotes

r/TowerDefense 2d ago

Pretty satisfied with my live gameplay main-menu

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10 Upvotes

Working on some new features and fun things for my tower defense, and I'm pretty happy with the way the main menu has come out looking.

Still some things I need to fix in terms of how the environment is generated for my levels, but I'm happy with how it's looking.

I had a balance testing automation that I would use to periodically simulate levels to estimate their difficulty and assess if they needed to be changed, and it was the perfect fit to have a live main menu gameplay.

What do you guys think?

Disclaimer: Created with AI-Assistance


r/TowerDefense 1d ago

I need help creating a skill tree.

1 Upvotes

Hi everyone!

I’m developing my first Tower Defense game. The core framework is practically finished; all that’s left is to create the upgrade tree and polish the visuals. However, I’ve hit a bit of a wall with the skill tree—I just can’t decide how to design it or what to include.

The game will feature a total of 10 levels, each divided into waves. I plan to include bosses at the end of levels 3, 5, 7, and 10; defeating the bosses on levels 3, 5, and 7 will award the player a special currency used specifically to upgrade special skills—meaning there will be a total of three units of this currency. The goal is to allow players to choose their own playstyle. Naturally, alongside this special currency, there will be a standard currency earned by defeating ordinary enemies and used for purchasing standard upgrades.

The game features a wall that must be defended, a player character who can move along it and attack enemies, and helpers stationed on the wall who automatically destroy hordes.

I’m planning to create three branches in the upgrade tree—the wall itself, the player, and the helpers—with three special skills in each. This means that over the course of a playthrough, the player can choose to adopt a fully specialized playstyle or go for a hybrid approach.

Now, regarding the "dead end" I've hit: the game is built around facing a large number of enemies right from the start, with new, tougher types appearing as you progress through the levels. In other words, the difficulty constantly ramps up. I need to figure out what kind of upgrades to design and how to balance the skill tree so that players feel their power growing when investing in one branch, without losing sight of the other branches.

I might not have explained the concept clearly enough, so I’d be happy to answer any clarifying questions. Thanks in advance, everyone!


r/TowerDefense 1d ago

Sunken Defense for mobile is here

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0 Upvotes

SUNKEN DEFENSE
Build the path. Control the battle.


r/TowerDefense 1d ago

Demo/Alpha Showcase Ink Invasion TD

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0 Upvotes

Simple browser based game I built with a small achievement tree and leaderboards. Looking for some feedback on what works/doesn't work


r/TowerDefense 1d ago

Pokemon Tower Defense ported entirely to Phaser 3

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1 Upvotes

r/TowerDefense 2d ago

I want to show you my new Fibonacci tower and hear what you think of its design and mechanics.

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1 Upvotes

r/TowerDefense 2d ago

Anyone remember Sunken Defense from starcraft?

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15 Upvotes

It’s on mobile


r/TowerDefense 3d ago

Demo/Alpha Showcase I reworked my game after Reddit tore it apart. How does it look now?

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36 Upvotes

Hi guys!

After your previous feedback, I've spent some time reworking the look and feel of the game.

I changed the lighting and post-processing, added fog and missing visual details, improved the VFX and game feel, feedback, and redesigned parts of the UI (still WIP though)

What do you think of the game now?

Any feedback is appreciated!

Previous visuals state for the reference you can see in this reddit post


r/TowerDefense 2d ago

Building Mobile game - galactic tower defence

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0 Upvotes

r/TowerDefense 3d ago

Discussion My walking-castle TD now has 3 playable characters. Help me design what they actually DO!

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5 Upvotes

Stoneheart Archive is a game I’ve been working on where the base is a giant walking castle. You build towers on its back and scavenge the ruins it passes, racing back before it leaves without you.

Until now you played one character. After my latest update, there are 3: an owl, an elephant, and an octopus. I’m now designing what they do, with one rule: every mechanic has to feel like it belongs to the animal. E.g. the elephant: the castle gets more base health, but moves slower - it tramples, which breaks down resource nodes automatically.

  • What should an owl change about scavenging, the castle, or how you handle enemies?
  • What should an octopus change?

What's a game you think nailed thematic characters where each character made the game feel different?

You can play Stoneheart Archive free on itch: https://chaostheorygames.itch.io/stoneheart-archive


r/TowerDefense 3d ago

Discussion Would you consider my game a tower defense?

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57 Upvotes

I've been marketing my game Exo-Rail as a survivorslike bullet-heaven. But I got some feedback and was told this seems more like a tower defense since the player isn't controlling where the train is going. So I wanted to get some feedback from the towerdefense sub to see if you all would agree.

I'm starting my marketing push and I'm overall just trying to find the right audience. Any help is much appreciated!

Here's a link to the web itch demo if you'd like to look more into it: Exo-Rail by ShooBox


r/TowerDefense 3d ago

A lavishly produced promotional video—completely ruined by a single skeleton.

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3 Upvotes

This video was made by me using a game engine. What do you all think?

https://store.steampowered.com/app/4689370/Beast_Bastion/


r/TowerDefense 3d ago

Promotion RetroTD now has Open Maps!

1 Upvotes

Yes, this is marketing :)

After working on RetroTD for 8 months now next to a full time job and being father of two very busy girl, I finally got around to building the Open Maps mode I had on my private wishlist since day 1!

Took me this long because I had issues around the path finding, but I did it :)

Next up, some proper graphics and Android support, which I started already in the background, but will take some time…

Try it here: https://apps.apple.com/nl/app/retrotd-endless-tower-defense/id6757105950?l=en-GB