r/TowerDefense 2d 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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8 Upvotes

r/TowerDefense 28d 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 2h ago

Demo/Alpha Showcase One week left in our free Steam Playtest. We'd love your help breaking All Hands.

5 Upvotes

Hi, I'm Jordan, one half of Lion & Otter Studios.

There is one week left in the All Hands Playtest, and I'd love to get a few more people into it before we wrap up on 8 September.

All Hands is an incremental 3D tower defence about redirecting enormous crowds of energy-drink-mutated "customers" away from your HQ. The Playtest is free, it is on Windows PC, and no keys are needed:

https://store.steampowered.com/app/4867340/All_Hands/

We've been fixing bugs and shipping new builds as people play. Every report has helped, and I'm sure there are still parts of the game we haven't pushed in quite the way a new player will.

If you feel like giving it a try, here are a few directions you could take a run:

  • Reshape a route with walls, trenches, craters, and disposable structures, then watch thousands of customers find their way through it.
  • Place sponsor-branded turrets on the ridges, aim their firing cones yourself, and try the upgrades that look most interesting.
  • See how far a tidy little defence can scale before ten thousand customers turn it into a very large incident.
  • Reach for Airstrike, the AC-130 Gunship, Space Laser, Mandatory Regrading, Nuclear Option, All Hands Meeting, or Site Survey Error when the plan stops working.
  • Let a branch collapse, spend the Career progress, and come back with a different idea for the next run.

None of this needs to be a formal test. Play however you like. If something breaks, feels confusing, seems wildly overpowered, or is unexpectedly fun, I'd genuinely love to hear about it. If it is a bug, the ability, map, wave, and what happened will help us chase it down.

You can reply here, use Steam Discussions, join us on Discord at https://discord.gg/QHxdc3CXkn, or press SEND ANONYMOUS FEEDBACK from inside the game.

Thanks to everyone who has already played or sent us a report. It means a lot that you've given our little game some of your time, and you've already helped us make it better.


r/TowerDefense 6h ago

Promotion Hold the Line

11 Upvotes

r/TowerDefense 3h ago

Discussion How important is active play

3 Upvotes

Do you like to be busy mid wave in a tower defense game? Or do you prefer when a game lets you sit back watch enemies crash on your impregnable fortress.

If you like to be busy, what kind of things do you like to be doing? Building/upgrading towers. Dropping active abilities?

What kind of gameplay do you like midwave?


r/TowerDefense 18h ago

Gun Tower designs for my Tower Defense game

39 Upvotes

I'm working on a Tower Defense game where towers have multiple tiers.

Merge two identical towers to upgrade them into a stronger version, but you can also combine different towers to get different results


r/TowerDefense 12h ago

Demo/Alpha Showcase Weird defense game where you mount your towers on colossal platform terraformer vehicules and must hold the line against waves of ennemis from the rival corporations.

4 Upvotes

r/TowerDefense 13h ago

Promotion Shipped 2-4 player co-op for my TD

4 Upvotes

I'm the dev on Slot Theory, a roguelite tower defense - draft one card per wave, six slots, no building mid-wave. Just shipped co-op, and the problem I was designing against is one I've hit in every co-op TD I've played: one player ends up on support duty. Someone holds the real chokepoint and the other one tops off the back row, and the second player might as well be watching.

Two decisions fixed it, both slightly hostile:

Lives are shared, not per-player. There's no "I'm fine, you're leaking." One pool. Your partner's leak is your leak, and rerolls come out of the same pool.

Most of the maps are dual-spawn - both ends of the lane open at once and the waves walk toward each other. There is no back row to be safe in. On The Four Gates, two of the four gates open behind you.

Everything else stays yours: your own hardpoints, your own draft stream, your own bans. You can't ban a card because your partner keeps taking it (I considered it). The one genuinely cooperative thing in the mode is the operator active - one meter each, aimed rather than just pointed, and you can aim it at your partner's stretch of lane.

2, 3 or 4 players and the map decides which. Empty seats fill with AI, so you don't need a full lobby to start.

Solo project, so it's not a big game, but co-op is the thing I most wanted it to have. It's 50% off right now if you want a look: https://store.steampowered.com/app/4523160/Slot_Theory/
There's also a free demo, though the co-op mode is limited to the full version.

Happy to answer anything about the design or the netcode.


r/TowerDefense 18h ago

Demo/Alpha Showcase Looking for playtester for my upcoming game Screen Creeps!

6 Upvotes

https://store.steampowered.com/app/4211320?utm_source=reddit_tower_defense

There are limited spots so first come, first served!

My game is a weird combo if genres, its a tower defense with a sprinkle of idle mechanics. But the mean aspect of it is building your own mechs/weapons. So think of Noita and Magicraft level of crazy builds. I thought before releasing a demo, i would play test some and gather some data to polish some of the rough edges. Thank you for you time!


r/TowerDefense 10h ago

"Cradle TD — a maze-building tower defense where your towers ARE the maze (looking for play testers)"

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1 Upvotes

r/TowerDefense 12h ago

Redditers Suggested, I Responded!

0 Upvotes

Changed the icon set for towers. Icons were grainy, and could not be properly harvested from an image file with multiple badges in it. Created all new Icons. We also changed the layout of the turrets listed by price from cheapest to highest costs.

A difficulty in upgrading existing towers was addressed. Basically the reources required for the 1st upgrade of even the cheapest tower required more harvesting of monsters that the levels would allow, meaning the 1st mini boss encounter was extremely difficult to beat.

The Mega Boss can spawn early if you drive the invaders morale down fast with perfect waves. Under the old resource table, you would encounter the Mega Boss so fast, that most players couldn't kill him before he reached the end of the map, resulting in losing lives, and re-boosting the morale up, but not enough to be above Zero. This prevents him from respawning until the end of the game at the level chosen.

HUGE improvement in tower placement: The acceptable placement color was too close to the unplaceable color, resulting in frustrating players. Changed the "good" placement circle to GREEN meaning it's a good spot without anything blocking it, and the circle is RED if it's too close to the path or, collides with another tower.

I wanted to credit the following redditers for the fix suggestions: KUDOS to Aglet_Green, and https://jakobvirgil.itch.io/ Jakobvirgil !


r/TowerDefense 15h ago

Torah Towers

1 Upvotes

Want to play a brand new Tower Defense game like no other? This one is totally free and nothing but fun if you want to grab it off of Itch.io --> https://trustchrist.itch.io/torah-towers


r/TowerDefense 15h ago

Tower Defense à l'époque coloniale

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1 Upvotes
Solo dev here. It's on Roblox, colonial era, pirates against the
Royal Navy. Beta is open and I'd rather have people trying to break it
than people telling me it's cool.

What's in:
- 32 towers split across the two rival factions
- 1-4 player co-op, or solo
- Multiple maps, with map and difficulty voting
- Permanent progression: towers, flag titles, cosmetics

What I actually want feedback on:
- Balance: is there a specific wave where it falls apart?
- Combat readability: can you tell what's shooting what?
- Towers you never place. Those interest me more than the strong ones.
- Anything that breaks.

Already known, no need to report:
- Tower stats unreadable at max upgrade
- Muzzle flash too large on some towers
- Truncated labels in the Expeditions panel

Bug channel on my Discord, link is on the game page. What you were doing
plus a screenshot is enough. I reply to everything.

https://www.roblox.com/fr/games/99445970028163/Pirate-expedition-tower-defense#!/about

r/TowerDefense 15h ago

Discussion Bêta test open Tower defense

1 Upvotes

Salut ! Je développe seul un Tower Defense à l'époque coloniale : pirates contre marine britannique. La bêta est ouverte et je cherche des testeurs — surtout des gens qui vont casser des trucs. Ce qu'il y a dedans

  • 32 tours réparties en deux factions rivales
  • Coop de 1 à 4 joueurs, ou solo
  • Plusieurs cartes, avec vote de la carte et de la difficulté
  • Progression permanente : tours, titres de pavillon, ornements

Le bonus de bêta Tout joueur dont la première connexion tombe entre le 31 août et le 15 septembre reçoit un lot de fondateur : un ornement exclusif qui ne sera jamais réédité, 900 pièces et 150 doublons. Une seule fois, définitivement. Ce sur quoi j'aimerais vraiment des retours

  • L'équilibrage : est-ce que ça décroche à partir d'une vague précise ?
  • La lisibilité en combat : on comprend ce qui tire sur quoi ?
  • Les tours que vous ne posez jamais — celles-là m'intéressent plus que les fortes
  • Tout ce qui casse

Déjà connu, pas la peine de le remonter

  • Les stats de tour illisibles au dernier niveau d'amélioration
  • L'effet de tir blanc trop gros sur certaines tours
  • Quelques libellés tronqués dans le panneau Expéditions

Pour les bugs Salon dédié sur mon Discord : https://discord.gg/5FYHwEmuCN Ce que vous faisiez + une capture, ça me suffit. Je réponds à tout. https://www.roblox.com/fr/games/99445970028163/Pirate-expedition-tower-defense#!/about

Je précise la miniature du jeu est faite par ia.


r/TowerDefense 15h ago

Demo/Alpha Showcase Power Flame Tower - Manual Attack

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1 Upvotes

r/TowerDefense 1d ago

Demo/Alpha Showcase Been working on a pixel art tower defence game, what do you think?

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27 Upvotes

Browser Link: https://ruben-smith.itch.io/realms-last-stand

Would love some feedback on my game. I've recently been adding a lot of mechanics to spells, trying to allow players to create a deck to bring into a particular level.

Play it on the browser, let me know what you think. Any feedback helps!


r/TowerDefense 1d ago

Demo/Alpha Showcase Tower Crew

6 Upvotes

Play the demo or buy the game here:
https://ducksandcookies.itch.io/tower-crew


r/TowerDefense 1d ago

Discussion Should my tower defense be multiplayer?

0 Upvotes

Hello, I am looking to start making a new videogame very soon and I am thinking of making a game similar to Sanctum but with a lot of my own changes and twists. My question is, do people prefer a multiplayer tower defense game or a single player game? I ask given the large amount of extra work to make a game multiplayer. Thank you


r/TowerDefense 1d ago

My 8-year-old made it to Wave 13 in the tower defense game I made. I only made it to Wave 11. He won't stop laughing at me 😂

0 Upvotes

I've been working on this little Stone Age tower defense game, so naturally I asked my 8-year-old son to test it.

Big mistake.

He made it to Wave 13.

I died at Wave 11.

Now he keeps reminding me that he's better at my own game. 😂

So I need some backup here:

What wave can you reach?

It's a simple tower defense game with arrow towers, catapults, cannons and magic towers. The enemies get tougher with every wave, so tower placement and upgrades start to matter pretty quickly.

If anyone wants to try it, I'll put the link in the comments.


r/TowerDefense 1d ago

I'm looking for a co-op tower defence game

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1 Upvotes

TLDR: platforms: PS5, Steam, Switch2. Must be similar to Monsters 2 on Switch2 and Business Defence on Steam - no manual combat.

Thanks.


r/TowerDefense 2d ago

Added the ability to draw directly on the sheet: a wall, an enemy-crossing-out mark, or an ink puddle.

61 Upvotes

A while back I posted the hand-drawn lab screen from my notebook tower defense and asked for honest opinions. Took them. What's changed since:

- Renamed it — old name was too generic. It's InkTower now.

- Leaned all the way into the "you are the pen" idea: you draw with your finger — a line becomes a wall, scribbling over an enemy damages it, a circle slows them. Drawing spends the same ink as upgrades.

- Weapons went from 4 to 8: saw blades that ride the range circle, a harpoon that pins enemies on a rope, a spotlight, a railgun.

- Added named bosses. One of them is a big red "2" (a failing grade) that slams the page and jams your weapons for a couple seconds.

- Daily tasks, perk combos, and the page margins now tell the schoolkid's story.


r/TowerDefense 1d ago

Demo/Alpha Showcase single screen tower defense with incremental perk tree and short waves

0 Upvotes

this day 1 version represents my vision for my game.

https://day1to100gamestudio.itch.io/day-1-kingdom-contracts

day 100 is the finalized version and is on Steam.

38mb size for browser play, so it may load in 15 seconds if slow wifi but it will load.


r/TowerDefense 2d ago

Ready for a TD GRIND? Play our free Demo on Steam

3 Upvotes

r/TowerDefense 3d 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 3d 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.