User:CarmenFinch249

Tower Defense Games

The goal of tower defense games is usually to try to stop players from crossing a place by building towers which often shoot at them while they pass. Enemies and towers usually have varied abilities, costs, and ability costs. When an enemy will be defeated, the player earns capital or points, which are used to order or upgrade towers, or upgrade the variety of money or points that happen to be earned, or even upgrade the pace at which they upgrade.

Tower defense games are characterised by positioning of static units by the player to defend towards mobile enemy units who want to get from a begin point to an stop point. There is a set availablility of enemy units (or 'damage' you can take from units reaching the final point) who can reach the finale point before the stage is lost. Some games use a static route which the enemy units follow around that your player places their systems, while others favour a free-form environment so that the user to define the trail the enemy units require. Some games use a variety of both. Most games allow the upgrading on the player's towers.

Often an essential tactic is "mazing", which is the tactic of making a long, winding path of towers to lengthen the distance the enemies must traverse to obtain past the defense. Sometimes "juggling" is achievable by alternating between barricading an exit on one side and the other side for you to cause the enemies to path backwards and forwards until they are conquered.

The degree of your player's control (or even lack thereof) in such games also varies from games the place that the player controls a unit within the game world, to games where the ball player has no direct control units by any means. It is a widespread theme in tower defense games to have air units which don't pass through the layout in the maze, but rather fly within the towers directly to the conclusion destination.