external · 1h ago
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What this is
3D physics tower defense. Towers don't just do DPS — they shove, launch, and drop enemies. Knock raiders off the bridge into the canyon for instant kills and +50% bonus gold. Four towers (Cannon / Gatling / Frost / Mortar) plus a stone Wall, upgrades to Lv3. Four enemies (Raider / Roller / Brute / Golem boss) as real rigid bodies. Three-lane campaign, each a different path: Canyon Pass (S-curve, 1 bridge), Twin Bridges (canyon crossed twice — out and back), The Gorge (long approach, wide crossing). Enemies gain +35% HP per lane. Clearing a lane refunds towers at 70% (they don't transfer), plus a completion bonus, gold top-up, and +6 lives. Click a card or press 1–5 to pick a tower, click the ground to place. Click a placed tower to upgrade or sell. Space starts the next wave (early call = +25g). F toggles 2×. WASD or right-drag pans; wheel zooms. Touch works. Walls go ON the lane (even on bridges) to stall the horde — stalled enemies chew through at ~20/s, so cover walls with guns. Tower shots fly over walls. Leakers cost lives (Raider 1, Roller 1, Brute 3, Golem 10). Lose at 0 lives. Every mesh, texture, and sound is generated at runtime. Rapier physics. Zero asset downloads.
How it was made
Built with Meta AI Muse Spark. Wanted tower defense where the cannon actually knocks people into a pit. Muse Spark 1.3 (Meta AI). Rapier enemies, three canyon lanes, zero asset files.
Source: https://github.com/MirzaDhanuSulistyo/game-tower-def
Notes
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