Our Tower Defense is not about a single line and a predictable solution. We want each level to feel like a siege: pressure from different sides, the need to quickly assess the situation and adapt.
The levels are built around the idea of space. Enemies can appear from different points, routes intersect, and the player has to not just “build defenses,” but make tactical decisions during the battle.
Previously, the spawn system was as simple as possible: one spawn point and a predetermined sequence of waves. This worked as long as the levels were small and linear. But as soon as we started designing more interesting maps, this scheme began to run into limitations:
The level felt like the same task, only with different numbers;
Enemies always came from “the same place”;
And the difficulty had to be increased by quantity rather than situation.
Now we want something different. We need a system that allows us to:
Set multiple spawn points and switch between them;
Build waves so that they create different pressure scenarios, not just a stream;
Make levels where resource allocation and response to threats are important, rather than one universal template.
That's why we're currently reworking the logic of enemy spawning and the structure of waves.
Yes, this is the moment when it would be easier to “push through as is,” but then the levels would always hit the same ceiling. We're choosing a slightly more difficult path - but it will give us the freedom to create truly diverse, interesting, and lively battles.
