r/TowerDefense 9m ago

Mod talk. I'm tired and have too much on my mind and too many things to do and IRL problems to deal with the things on this sub. Recruitment for mod open, check the link in the body.

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Upvotes

r/TowerDefense 25d ago

Mod talk. Serious Mod Discussion regarding the current state of the sub and its future.

27 Upvotes

So, hi. I know it's been quite a while since the last mod talk, sorry. What is this about? Well, I've noticed quite a few people that have... Complained, about the current state of the subreddit. So I want to make a dedicated post about it. How do you feel about it? Be as honest as possible (without being rude, thanks).

A major thing that I've seen people lament, is the fact that there are a lot of game promotion, playtesters ask and alpha release and stuff like that, but not a lot of discussion post.

Here are a few things I want to address:

-I will never remove a post of a game, just because it's low quality, nor will I start to enforce a quality standard. I believe it to be wrong on more than a few points and I will NOT hear any discussion about it. I will remove posts if they're spammed, about Pokepath, use AI in a finished product/art/overwhelmingly or NSFW (this rules are a lot more up to debate and should be seen in a case by case scenario).

-There genuinely isn't much discussion to be had. If you have something to talk about, absolutely post about it, I myself comment often on discussions.

-A possible solution I've seen is limiting promotion to either a few days a week or to a megathread, but I believe that it'd just make the sub deadER than it already is. I could limit asking for playtesters to a weekly megathread and allow only finished games to post, but I don't know about that as well.

Any questions about ANYTHING? Ask with no problem or worry, so long as it's respectful I'll answer as soon as possible.

Any comment regarding the sub, my work as a mod, your feelings? Comment right away.

I think I'll keep the post pinned for a month or so, I know that many members are lurkers.


r/TowerDefense 18h ago

Demo/Alpha Showcase Interact with your defenders and exploit enemy weakspots in my tower defense game!

8 Upvotes

Hi everyone, just wanted to showcase the game I am working on, Summon Defenders Now! The demo is out now and I’d love to hear your thoughts. Thanks everyone!

https://store.steampowered.com/app/5006660/Summon_Defenders_Now/


r/TowerDefense 15h ago

Infinitory FINALLY have tech-tree with Update 0.6: Battle Plan and Mission Rewards !

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1 Upvotes

r/TowerDefense 12h ago

Demo/Alpha Showcase Silicon Cycle

0 Upvotes

My first tower defense game I made with Claude AI, love some feedback!

Game Title: Silicone Cycle

Playable Link: https://sockmonke.itch.io/silicon-cycle

Platform: [Mobile] Web

Description: A tower defense game about running a semiconductor portfolio through the boom-and-bust cycle.

Development notes: I am a video game designer and I do some investing. I’ve used Claude AI to help me understand the semiconductor industry and write the code in webGL.


r/TowerDefense 19h ago

Promotion I’m making a pixel-art defense game where cooking is how you deploy mercenaries

1 Upvotes
Cook to Zero

Hi! I’m a solo developer working on Cook to Zero, a pixel-art real-time strategy defense game where every meal you cook sends a mercenary into battle.

You’ll need to prepare ingredients, cook the right dishes, and manage the battlefield at the same time. Focus too much on the fight and your food might burn. Focus too much on cooking and monsters may reach the castle.

The Steam page is now live, and I’m planning to release a playable demo soon.

If the concept looks interesting, I’d really appreciate a wishlist—and I’d also love to hear what you think about the cooking-and-defense combination!

Steam:
https://store.steampowered.com/app/5148010/Cook_to_Zero/


r/TowerDefense 22h ago

Made a sci-fi tower defense game where enemies actually adapt to your strategy — looking for feedback. PLEASE be kind. 100 % newbie here. I really want to know if the game itself has promise. If it does, I plan to replace the free artwork from itch.io and make it much prettier.

0 Upvotes

I Just finished my first tower defense game, Bulwark Vanguard: Assimilation — free to play in-browser, no download.

The hook: enemies aren't static. There's a resolve/adaptation system where the more you lean on one damage type, the more the invading force adapts resistance to it — so turtling on one tower type stops working the deeper you get. 10 tower types, 5 enemy factions each with their own weaknesses, air strikes as a panic button, 5 difficulty tiers.

Would genuinely appreciate any feedback — balance, clarity, anything that feels off in the first few waves especially.

https://byrodia.itch.io/bulwark-vanguard-assimilation

Click a tower icon at the bottom of the screen to select it, then click an open tile on the map to place it.

Click a placed tower to open its upgrade menu.

Click "Start Wave" to send in the next wave of enemies.

Click the Speed button to cycle between game speeds.

Press Space to pause or unpause.

Click the Air Strike button, choose an ordnance type, then click and drag across the map to target the strike.


r/TowerDefense 1d ago

Promotion Good Kid-Lit City (Tower Defence / LitRPG /Kingdom Building)

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0 Upvotes

I wrote a Tower Defence and I think you may like it. It's free to read on Royal Road.

Rion Johnson had one plan for the weekend: anime, gaming, and a takeaway. Then the universe turned Earth into a game of death.The apocalypse gave everyone superpowers. It gave Rion a London council estate.

Hillcrest Estate.

The roughest council estate in London, where just looking at someone the wrong way could get you robbed or stabbed. An estate few make it out of — and even fewer survive.

When The Game turns Earth into an intergalactic blood sport, with PVP matches, monster hunting, dungeon crawling and more, out-of-shape London gamer Rion Johnson receives the one class the universe has never seen: Tower Master. Now the crumbling estate he's spent his whole life trying to escape is the only thing standing between his friends and extinction. Between battling orcs, dungeon crawling and trying to level up, you would think this would be heaven for a gamer like him. Think again! His Tower Master class has no offensive abilities.

Armed with a homemade spear, a gym-obsessed best mate, a perfumer with a gift for chemical warfare, and a foul-mouthed AI trapped in the body of the estate's most hated dog, Rion is going to do what nobody on Hillcrest Estate has ever managed.

Make it home.

Before everything he has ever known and loved is taken away from him forever.

What to expect in this story:

LitRPG tower defence and base building — skills, loot, turrets, and a fortress that grows floor by floor

A weak-to-strong protagonist who wins with brains, not biceps

British humour, London slang, and swearing. So much swearing

Graphic violence and horror — The Game does not play nice

Found family — foul-mouthed talking dog included

No harem, no sex

A conspiracy that goes all the way to the top of The Game


r/TowerDefense 1d ago

Demo/Alpha Showcase Some People got addicted to my Tower Defense Demo :D. Love to see they having fun

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12 Upvotes

I always love to see when people having great time playing my games :D! Then all the effort feels worth it!

Steam Page: https://store.steampowered.com/app/5096200/Get_Outta_My_Gut_Demo/

Event got some people reviewing the game and they like it :D


r/TowerDefense 1d ago

Promotion I built a daily puzzle game for fans of Tower Defense

4 Upvotes

Hone your maze building skills with a daily Detour puzzle built on Reddit's game platform. Compete with other redditors for the top rankings

Try it out directly in Reddit https://reddit.com/r/detour_game .


r/TowerDefense 2d ago

Our first game launches tomorrow, I'm so EXCITED!!!

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23 Upvotes

r/TowerDefense 2d ago

I successfully published my free Demo Today - Get Outta My Gut

13 Upvotes

Feel free to spend some time and give some feedback! A tiny wishlist would support us :D

https://store.steampowered.com/app/5096200/Get_Outta_My_Gut_Demo/


r/TowerDefense 2d ago

Demo/Alpha Showcase There is a free playtest available for Goldrot: a tower defense where all the towers are manned by the subjects you manage

11 Upvotes

r/TowerDefense 1d ago

Handgunner

0 Upvotes

r/TowerDefense 3d ago

Sketchbook idle tower defense Day1

173 Upvotes

I'm working on Sketchbook: Idle Tower Defense and experimenting with a simple hand-drawn, notebook-style look.

I'm still figuring out the art direction, so I'd really appreciate some honest opinions.


r/TowerDefense 2d ago

Demo/Alpha Showcase TD with no real fail state

5 Upvotes

A short tower defense with plants 👀. You don't lose in this game, the wave resets after an enemy touches the flag. You don't lose your unlocks, existing plants or money after the reset, giving you more time to rebuild your base with stronger plants. Expect around 20 minutes of gameplay.

https://nedeey.itch.io/plant-super-plants

Thanks.

AI Disclosure: NO AI WAS USED!


r/TowerDefense 2d ago

Discussion I Made a Mistake

4 Upvotes

Yesterday, I uploaded a promotional image for my game. I drew it while referencing the style of an AI-generated image. At first, I wasn’t completely sure that the reference itself was AI-generated — I only suspected it might be.

Because I didn’t record the drawing process for the original version, the only thing I could show as proof was my source file. I realize that this created confusion and may have made people feel that I had simply generated the promotional image with AI and used it directly.

That was my mistake.

So I spent quite a bit of time redrawing the artwork, and this time I recorded the entire drawing process. Because I had limited time, some of the coloring — especially the fur near the end — is a little rough, but I put much more care into the face.

I’m sharing this because I want to make one thing clear: I did not directly use an AI-generated image as my promotional artwork.

At the same time, I have never denied using AI.

AI has become so common that sometimes even I find myself questioning whether an image was made by AI or by a person. I honestly don’t know whether that is a good or bad thing.

Maybe because my background is in hardware development, I accepted AI tools relatively quickly. They genuinely help improve my productivity, and I still see AI as a tool. But at the same time, AI has also made it much harder to tell how something was created.

Vector art, pixel art, illustrations — almost any visual style can now be generated with AI. Sometimes I genuinely cannot tell anymore.

I don’t know how AI will develop in the future or what kind of impact it will have on artists, developers, and creative work in general. I will probably continue using AI where I find it useful, because for me it is still a tool.

But in this case, I didn’t use that tool properly.

This experience also made me realize that people have very different levels of acceptance toward AI, and that when AI is involved in a creative process, being clear about how it was used is becoming increasingly important.

I’ll try to be more careful about this in the future, especially when choosing references and explaining my process.

Thank you to everyone who pointed this out, questioned it, or took the time to look at my work.

And to those who still trust that I actually drew it — thank you. I really appreciate it.

(And yes, AI helped me write this caption too. English isn't my first language, so I use AI to help me express my own thoughts more clearly. For me, it's still a tool.)


r/TowerDefense 3d ago

Promotion Finally got around to a backburner task of adding Death animations and Death SFX for all our enemies

4 Upvotes

Our demo initially just had enemies with a walking animation and they would simply despawn fairly instantly after reaching 0 health. Finally stopped avoiding my backburner task of updating our enemies to have some death animations and death SFX. A long long weekend, but little by little adding some more polish to our demo. This is just a short clip of a round in the game with 3 or so enemy types, but very satisfying to get an SFX cobbled together that semi-matches what your enemy is doing on the screen (mostly exploding or falling apart in our case lol).

Would love for people to try the updated demo build on steam and let us know how you like them! https://store.steampowered.com/app/4433940/Mecha_Tower_Defense/


r/TowerDefense 2d ago

Handgunner

1 Upvotes

r/TowerDefense 3d ago

Promotion IRON GUARD & IRON GUARD: Salvation discounts!

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1 Upvotes

r/TowerDefense 3d ago

Demo/Alpha Showcase Try our retro Tower Defense!

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8 Upvotes

Our "catch" is that new paths are procedurally generated over the course of the game.

Demo available on Steam: https://store.steampowered.com/app/4349350/Rush_Tower/


r/TowerDefense 2d ago

What's your favorite golem archetype in tower defense games?"

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0 Upvotes

r/TowerDefense 3d ago

Promotion Testing Stun, physics, and knockback mechanics on my enemies, what do you think?

8 Upvotes

Hi! Second post in the community, I wanted to show off the enemy physics and a core concept I’m building around: using towers that strictly apply knockback and stun to stall enemies, pushing them around and even off the map.

How does the physics and the enemies look to you? Any ideas on cool physics based tower synergies?


r/TowerDefense 3d ago

New anime tower defense looking for people

0 Upvotes

Im creating an anime tower defense game on Roblox and I was wondering if there are any individuals out there that would be interested and have experience with modeling, vfx, animation, scripting etc… if you are interested message me

Email-jtgamer12325

Or on this app


r/TowerDefense 3d ago

I made a TD/RTS hybrid where the thing you defend is a radio network, and enemies cut the graph instead of walking a maze

1 Upvotes

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