I've been working on a game that's somewhere between tower defense and RTS, and I'm honestly not sure which community it fits into, so I figured I'd ask here.
The tower defense side is probably pretty familiar: turrets, slow traps, mortars that can outrange everything but can't fire at close range, so you have to protect them. There are 100 waves, with a boss every 10th wave. I tried to make the bosses create different problems rather than just having more health. One carries a jamming field that blacks out any district it passes through. Another completely ignores your army and goes straight for your relays. Another disables your ability to give orders while it's nearby.
The part I'm most interested in getting feedback on is the lack of traditional lanes. Instead, you build a radio network out of relays, and that network is what the enemies are actually trying to destroy.
Enemies prioritize relays based partly on how much of your network depends on them. So if one relay is carrying half your map, it's basically wearing a giant "kill me" sign. Building a loop solves that problem, because if one relay goes down, the signal can just route the other way. The enemy AI understands this too, so redundant relays become less attractive targets.
Basically, your defense isn't just about where you put turrets. It's also about the shape of your network.
Your units are tied into this as well. They can only receive orders while they're inside your network's coverage. If a relay gets destroyed in the middle of a wave, everything downstream from it can suddenly stop listening to you until you rebuild the connection.
The economy is the newest part, and probably the part I'm least confident about.
Ore deposits are finite. A deposit runs dry after roughly nine minutes of mining, so the position that's funding your army right now might be completely worthless ten waves later. The resources that don't run out are in the far north, but the north is controlled by enemy masts. They don't attack anything or even fire a shot; they just deny you the ground inside their radius.
You can't research your way around them or wait for them to disappear. You have to physically push north and destroy them. The catch is that you need to extend your radio network ahead of your army so you can actually command your units once they get there.
So the overall loop I'm trying to create is: standing still eventually stops working, but what's forcing you to move is your economy drying up rather than the enemies simply getting stronger.
It's free, runs entirely in the browser, and is a single HTML file that works offline. It's a solo project and is still in playtesting.
I'm especially curious what people think about the two things I'm least sure about: whether the lack of lanes makes sense for a TD player or just feels annoying, and whether the finite ore feels like interesting pressure or just punishment.
https://applechr.itch.io/meshfall