Many browser tower defense games are static or lack deep strategic variety. Players want fresh, replayable challenges where planning a maze and building synergistic towers is the core strategic loop.
This project is being built in public and we want to hear from you. Found a bug? Have a feature idea? Something feel wrong or missing? Open an issue — every piece of feedback directly shapes what gets built next.
🚧 In active development — not yet production ready
| Feature | Status | Notes |
|---|---|---|
| Project scaffold & CI | ✅ Complete | Phaser 3 + Vite, Playwright e2e |
| Core game loop | ✅ Complete | Towers, enemies, A* pathing, 3 waves, meta-upgrades |
| HUD & upgrade screen polish | ✅ Complete | Gold/lives/wave HUD, range indicator, gem balance |
| Attract mode & mute button | ✅ Complete | 45s idle → bot demo, DOM mute toggle |
| Difficulty system | ✅ Complete | Squire / Knight / Warlord / Nightmare with localStorage |
| Pre-launch verification | ✅ Complete | .gitignore, CI, public repo |
| Deploy to Cloudflare Pages | 📋 Planned |
Many browser tower defense games are static or lack deep strategic variety. Players want fresh, replayable challenges where planning a maze and building synergistic towers is the core strategic loop.
Casual browser gamers who enjoy strategic, replayable games like Bloons TD or auto-battlers, looking for a quick session with deep build variety.
- Click empty tiles on the grid to place towers (costs 50 gold)
- Towers automatically fire at enemies within range
- Survive all 3 waves with lives remaining to win
- Earn gems on kills and after runs — spend them on meta-upgrades
| Difficulty | Starting Gold | Enemy HP | Notes |
|---|---|---|---|
| Squire | 2× base (300g) | 60% | Very forgiving — great for new players |
| Knight | Base (150g) | 100% | Standard experience; used for attract demo |
| Warlord | Base (150g) | 100% | Intended challenge; beating it unlocks Nightmare |
| Nightmare 🔒 | Base (150g) | 150% | Locked until Warlord is beaten. Enemy deaths disable nearby towers for 2s — kill positioning becomes a strategic risk |
Your difficulty selection is saved and restored when you return to the title screen.
- Phaser 3 with Vite for game engine
- Playwright for e2e testing
- Cloudflare Pages for deployment
| Issue | Status | Notes |
|---|---|---|
| #1 — no tower placement indicator | ✅ Fixed | HUD shows "Click empty tiles to place" + range indicator on hover |
| #2 — no mute button | ✅ Fixed | DOM mute button (top-right, persists across scenes) |
| #3 — upgrade screen lacks before/after stats | ✅ Fixed | Shows current starting gold before purchase |
| #4 — no restart after losing | ✅ Fixed | TRY AGAIN and PLAY AGAIN buttons on both end screens |
| #5 — only one upgrade | 📋 Future | More upgrades planned for later releases |
Built by DaemonShip — autonomous venture studio