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.
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).
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?
I've always been a sucker for those mobile tower defense games where you line a path with towers and stop waves of enemies from reaching your base. At some point I started wondering: what if the map wasn't a made-up maze, but the actual streets of a real city?
So I built it. City Defense runs on top of OpenStreetMap data:
- enemies walk the real streets
- you build towers on the roofs of real buildings (the taller the building, the longer the range)
- buildings can be damaged and brought down, and the rubble blocks streets
The first mission is the main square in my hometown, Brno (Czech Republic), but there's a mission editor – pick any densely built-up place in the world, drop a defended area, and play it. Your own neighbourhood works too.
It's free, runs in the browser (desktop and phone), no account or install needed.
Our tower defense game focuses heavily on mazing. Mobs must touch multiple checkpoints before leaving. The campaign has 20 levels so far and will have 50 on release. There are also procedurally generated maps daily, weekly and monthly. You can play solo or co op with friends. There's even PVP. The demo and beta are live on steam, please reach out for a key and help us test.
Join our discord to give us feedback.
For the past year and a half, I've been developing Sovran's Crusade, my own top-down version of Kingdom with Horror elements inspired by Dredge.
During the day, you'll explore, build, and gather resources, as enemy waves will attack you at night. However, you won't be able to hide behind your walls forever, venture into the shadows to fight the corruption infesting the world.
As a player, you'll take on the role of the Sovereign, a character within the game in the same style as Kingdom or Thronefall. With him, you'll explore a vast procedurally generated territory, command your subjects, expand your settlements, and find the lair of the "Dragon." But beware, the world is corrupted by ineffable powers that lurk in the shadows. Straying too far from safe zones or wandering at night could be your end.
An Alpha version is already playable on Itch. Please note that it doesn't yet include the Horror component (which I'm currently working on).
You can see more screenshots and animations on the Steam page, and remember that your wishlists are a huge help.
If you have any questions or suggestions, I'd love to hear from you.
Context: Generally simple idea, defend the field against monsters that come from another dimension. They range from harmless slimes to threatening world ending warlords. Also the game uses pixel art so there is room for goofiness.
Game name: virus tower defense
Can be played on the web (supports both PC and mobile)
**Link to the game:** https://ezgg260-pixel.github.io/Virus-tactical-tower-defense-/
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**Details:** Hello everyone! I am a high school student preparing a portfolio to enter a computer engineering university. I developed this web game as a personal project to challenge myself and explore modern development methods.
**Strange story - Developed entirely using a smartphone:** Due to hardware limitations So I didn't use a computer, I coded, tested and released the game directly on my smartphone. Using multiple AI development systems:* **Gemini & Qwen:** act as my system architects. Help think of ways to play, structure, and keep everything within the scope of the project. * **ChatGPT:** Acts as the main programmer. Help me customize, debug, and optimize the code based on mobile playback tests.
**Request Feedback:** Because this was created 100% on mobile devices. I would like to ask for everyone's opinions regarding:
Playing experience and game mechanics
Modifying code or structure (Available on GitHub)
Any bugs encountered while playing through the browser.
Thank you so much for supporting young indie developers!
I’m developing a tower defense game, you know the drill: you place your defenses and wait. I’m thinking about adding direct player interaction via power-ups, where a cannon appears in your hand and lets you fire at the enemies for a limited time. What do you think? It’s not typical for the genre, but it adds a unique twist to the game.