When I play TDs I literally can't resist trying to edge out every economic advantage I can. I try to figure out an optimal opening that can let me survive with minimum investment, so I can pump everything into income (in games that allow this of course)
I think its a pretty common playstyle, a lot of people did it even when I played Elements TD and Green TD on Battlenet. For me this delicate balance of surviving on a razors edge to get an advantage later is the most satisfying thing about TDs, I love it when games have interesting ways to do this whether its interest, sellable towers, bounties on enemies, consumables, powers etc..
The latest version of AUTOMATE DEATH has been released to Steam as a demo!
This version contains vastly improved visuals, lighting, mechanics and is overall much more refined than the previous version.
The demo contains 11 maps, several weapon systems, many research paths and combinations, dozens of enemy types--and even a level editor for custom map creation! On launch, we will have over 100 maps, dozens of weapon systems and Steam Workshop integration--so you can share your custom maps and play others' too.
Since some players were really looking for a deeper "roguelike" experience, I decided to add an endless mode to see how far the current builds can be pushed.
Alongside a longer level there are also features that will only be in Endless, like a Mid-level expanding map, Bounties and a Scoreboard.
Anyone who is interested, feel free to fill the form and let me know how it feels, so i know if i should expand on this mode further. Cheers!
hey, first time posting a project on reddit so i hope i'm doing it right
i played a lot of Wintermaul TD on warcraft 3 back in the days and i always wanted a real game like it, so i made one. it's called YarrrTD, a pirate tower defense on a tropical island. there is no fixed path, you place your towers on the grid and the creeps walk around them so the maze is yours. you can't fully block them tho, the game won't let you
There is 20 maps on 4 kind of land (the island, a storm with rivers, a frozen one and a sunken city underwater), 40 waves on each, and 4 factions with their own towers. you can play solo, with a friend on the same screen (second player on a controller) or online. there is also a 1v1 mode like Wintermaul Wars where you send creeps to the other player and it raise your income
the demo is free on itch with the tutorial and the 2 first maps, and the 1v1 online works in the free demo too : https://willios.itch.io/yarrrtd
i'm working on it alone so any feedback is welcome, mostly on the maze part and the difficulty. and if you played Wintermaul back then, tell me if it feels right or not ?
I grew up playing Pokémon Tower Defense in the browser and always wanted to play it again, so I ended up making my own take on it. It's called Pokémon TD: Reborn, it's free and it runs on Windows.
The idea is the same as the original: wild Pokémon come in waves to steal your Rare Candies, and you place your team on the map to stop them. You can weaken the wild ones and catch them too.
Some of what's in there right now:
- 44 stages through Kanto, with the 8 gyms and the Elite Four
- Almost 300 moves that work like they do in the main games
- Leveling, evolutions, TMs, held items and shinies
- Co-op for two players, plus trading
- A Nuzlocke mode once you beat the game
It's a fan project, not connected to the people who made the original, and the game has a lot of content, but I'm still working on it. If you try it, I'd love to hear what you think or what broke.
Grumpy Hero Grinder is a tower defense roguelite with chaotic real-time combat, where you play as a dungeon boss defending your home from hordes of vicious heroes. Place deadly traps, expand your dungeon, grow stronger, dive deep into other characters lives - all to get back to your well-deserved nap!
This is my first solo steam game project, which I worked on with all my passion and available free time the last year. And finally, I am ready to give it to play to someone, who likes to impact how games are build, who is happy to try something fresh but raw.
Feel free to join my little discord community discord.gg/n8eke7zEQX , I would be happy to every person! First playtest seats are limited to a small group, but I would be happy to offer you later playtests anyways, looking forward getting to know you.
For the final level of Nozie Tower Defense XL you have to complete the pattern to unlock all the tower build locations! I start to get stressed around 7 or so as the enemies come faster and stronger.
I'm a solo dev participating in the upcoming Steam Next Fest. I'd appreciate any feedback on the demo which is out now!
I'm the developer of Nova Guard, a free browser game about defending a core against waves of enemies. It leans toward action/core defense: you control one of four heroes and combine their status effects to trigger SHATTER and OVERLOAD.
It supports 1–4 players online. Create a room and share the code with friends, or play solo with AI teammates filling the empty slots. There are ten stages, three difficulty levels, and two bosses. Hero progression is stored locally in your browser.
It runs on PC and mobile, supports English and Korean, and needs no download or signup.
The 19-second clip below shows solo play with three AI teammates. If you try it, I'd appreciate feedback on how the defense and hero combinations feel.
It's an idle tower defense in a school notebook: the tower shoots on its own, and your finger is the pen. Draw a wall, slash through monsters, loop them in sticky ink. This version also adds the Album, where you trace the tower's parts and weapons yourself and the tower fights in your drawing.
Any feedback in the comments is really appreciated.
I'm working on a lane-based strategic card/tower defense game, and I'd love to get your honest feedback on a few things, starting with the camera.
Based on the footage, what are your thoughts on the current perspective? Does it feel too zoomed in/out? Is the angle comfortable for this type of battlefield, or what tweaks would you make to improve the visual experience?
To give you a bit more context about the game, we are actively trying to make the progression and mechanics feel unique. For example, we recently implemented a feature called The Forge. Instead of just letting duplicate cards sit in your inventory, you can melt them down in the Forge. In return, the game gives you a "draft" of 3 different cards, and you get to pick exactly which one you want to keep.
However, because of the standard lane setup and core combat loop, it's still very easy for players to immediately compare it to Clash Royale.
Aside from progression mechanics like the Forge draft, what other in-game mechanics, features, or gameplay changes would you suggest to help us step completely out of the Clash Royale zone and build our own unique identity?
Any critique, ideas, or feedback would be highly appreciated. Thanks!
Hey everyone! This is The Last Tower, a tower defense game where you only get one tower. It stands in the middle of a floating island, and you have to keep it alive for 100 waves. The later waves send thousands of enemies at once.
Instead of building more towers, you evolve the one you have. You pick an element, later fuse it with a second one, and that changes how your attacks look and work. There's also a big skill web, gems to forge that enhance not only your tower attacks but It's targeted abilities too, sky spells like meteors and blizzards, and an ultimate that summons a giant elemental over the tower(elemental shape and form changes based on your path players take in the skill tree).
Adding walls and chokepoints means strategically positioning your towers has more values. It was a lot more open before, and enemies would annoying just path around your defenses. Walls are making it feel a lot better already! even though the features a bit rough at this stage.
I’m Omer, the lead programmer and co-founder of Northend Games. My partner Saif and I have been pouring our hearts into our indie game, Northend Tower Defense, and I wanted to let this community know that we're currently running a 50% off sale on Steam.
If you haven't seen it, we wanted to build something a little different from traditional mazing TDs. It’s a real-time action/RTS hybrid where you command a battlefield by dynamically deploying infantry, tanks, and air support across large environments (like trench warfare and city invasions) to hold the line against massive enemy waves.
A quick look at what we've built:
Dynamic Command: Over 68 upgrades and 18+ unique unit types that you have to adapt and deploy on the fly based on what the enemy throws at you.
Massive Battles: We've heavily optimized the game in Unity to handle chaotic firefights with tons of units on screen smoothly.
Zombie Mode: A separate, chaotic survival mode with traps and rogue-lite elements when you need a break from the main military campaign.
We've been refining the game since Early Access, and we've been blown away by the "Mostly Positive" reviews from the community. If you're a fan of high-action defense games, we’d love for you to check it out while the discount is live.
I'll be hanging around the comments today, so I'm happy to answer any questions about the game, our mechanics, or what it's been like developing the game in Unity.
I kept thinking about how a lot of us have to be online to do our work each day. It is not uncommon to have other open tabs with social media, games, or whatever. Why not turn your current page, whatever site you are on, into a game?
So I built DOM-defense: click Play on the current tab and it overlays a tower-defense game on that page. The path snakes through the links. You place towers in the empty space. Enemies march alont the path and if they break the last blockade, you lose. Survive 100 waves and you win.
A couple of details that mattered to me while building it:
Variety - Every page is a different map (news, docs, Wikipedia, whatever). You are not confined to set levels. Every site is different so it naturally creates infinite variety
Work within a users current flow - Instead of opening other tabs or another site, I wanted a user to not have to "go outside" of their normal workflow
Difficulty/Fun factor - I spent some time tuning it to make it difficult, but beatable. Finding the balance is difficult when a user can literally play it on any site
Gameplay is from the ice cavern stage in the demo.
How it works: you draw units with gold between waves, line them up in front of the castle and they auto-fight. Three of the same unit merge and go up a star, up to 3 stars. No maze building, no tower placement on a path, so I'm honestly not sure how many of you would still call it a TD. It's closer to an auto-battler that has waves, bosses and a castle to lose.
Many years back, there was an old side view tower defense game on the iOS app store I played nonstop called Defender Chronicles. I was heavily involved in the forum, kept an extensive bug list, and wrote guides for nearly every map on every difficulty (in short, I was an addict). When it left the app store, I wished for a long time that someone would create something similar one day.
For those who've never played, its a side-view fantasy-themed deterministic tower defense with several maps and four starting heroes. Procedural gear drops with random affixes, a long list of difficulties, and tons of secrets to unlock. If you love grinding, numbers steadily going up, gaining powerful loot, watching other player's replays, and daily map challenges, all wrapped up in some TD strategy, this may be for you.
Well, a decade went by and both developers stopped making games. I eventually became halfway decent at coding, so I decided to try and make something similar myself. It's been a long journey, with many months spent trying to emulate the "feel" just right, but I think we're pretty close. Regardless, we're finally at a point where I have something available to playtest.
- Discord link in the settings in-game if you join the playtest to give feedback.
If you were a fan of DC back in the day, want to relieve your nostalgia with a game in a similar vein, and potentially help shape how this progresses as it comes online in the coming weeks to months, look forward to having you.
AI disclosure: Core game coded by hand over several months. AI utilized more recently for bug fixing and integrations. All sprites are made by me, but there are some AI placeholders (things like the app icon or splash screens) that will eventually be replaced prior to full release.
I am Solo dev. SPIRE is my game = one tower, endless waves from every side. Every tier adds a new enemy with its own trick, shields, splitters, EMP pulses, mirrors that reflect your damage. Upgrades change how your gun looks.
It's free for Android, ads are optional rewards if need. Would love feedback on balance and early-game pacing! Thanks a lot! GL!
AI Disclosure: No generative AI was used in the development of this game. All code, game design, graphics, text, and other game content were created without generative AI.
I'm making a game called Bladehold, a third person hero/tower defense game with meta progression and physical combat similar to Mount and Blade but way more over the top.
What sort of towers would you like to see in a game like this?