Skip to content

Tower Defense Game

Build and upgrade two deterministic towers to stop five fixed enemies and score exactly 1,000.

Privacy: your files never leave your device. All processing happens locally in your browser.

How to use

  1. 1.Select Bolt, build at row 1 column 2, select Cannon, build at row 3 column 2, then reselect the Bolt and buy its single upgrade.
  2. 2.Press Advance to resolve spawn, build-order attacks, rewards, survivor movement, and leaks in that exact sequence; targeting favors the enemy furthest along the rail.
  3. 3.Advance twelve times with the disclosed setup to defeat all five enemies with zero leaks and earn exactly 1,000 points.

About Tower Defense Game

Tower Defense is a small deterministic planning game on an original five-row by seven-column rail map. The enemy route contains eleven unique ordered cells and never changes. Eight separate cells permit construction. Five enemies enter on fixed advance numbers with authored health values, while the economy, tower ranges, damage, rewards, targeting order, movement, and leak limit are all disclosed. No wave, attack, or reward uses randomness.

You begin with 125 coins. A Bolt costs 30 coins and starts with range two and damage two. A Cannon costs 45 coins and starts with range one and damage four. One 25-coin upgrade can raise a Bolt to range three and damage four, or a Cannon to range two and damage seven. Towers cannot be placed on the rail, outside the eight build cells, or on an occupied cell, and an unaffordable build or upgrade leaves the whole state unchanged.

Each Advance follows one exact sequence. The scheduled enemy first enters the route. Towers then fire in build order and target the living enemy furthest along the route, breaking a tie by the lower spawn order. Defeated enemies are removed and their disclosed reward is credited. Every survivor then moves forward one route cell. An enemy that moves beyond the final cell leaks. The first leak is recoverable, but the second leak deadlocks the run.

The interface presents the full rail, build cells, selected tower type, coins, wave progress, kill and leak totals, and the current tower statistics. Pointer and touch users can select a type, choose a build cell, select an existing tower, upgrade it, and advance the simulation. Keyboard users move a board cursor with Arrow keys, press B or C to choose Bolt or Cannon, Enter or Space to build, U to upgrade the selected cell, and N to advance.

The disclosed winning setup is a Bolt at row 1, column 2, a Cannon at row 3, column 2, and one upgrade on the Bolt. That leaves 25 coins before combat. Advance exactly twelve times. The fixed sequence produces five kills, zero leaks, and exactly 1,000 points. For a reproducible failure check, restart without towers and advance twelve times; the second leak freezes the run.

An independent combat oracle owns separate literal copies of the eleven-cell route, five-enemy wave schedule, tower statistics, costs, rewards, attack priority, and movement sequence. Tests compare the fixed constants, replay every winning and losing advance, verify the first-step Scout result, require the exact score, and exercise illegal cells, duplicate construction, insufficient funds, empty upgrades, maximum upgrades, and terminal freezing.

This is a self-contained entertainment puzzle rather than a model of real weapons, engineering, military performance, finance, or probability. The fixed fixtures exist only to create a transparent logic challenge. Nothing is uploaded and all gameplay runs in the browser. Restart fully restores the same map and economy, making the published routes independently reproducible on desktop, touch devices, and keyboard-only navigation.

The visible event log also records each spawn, hit, defeat, reward, move, and leak so the deterministic resolution can be followed without guessing.

Methodology & sources

Define one original five-by-seven board with eleven unique ordered rail cells, eight disjoint build cells, two tower types, two levels, and five fixed enemy spawns. Start with 125 coins; apply the disclosed costs, ranges, damage, rewards, and one 25-coin upgrade. For every advance, spawn first, fire towers in build order at the foremost living target with spawn-order ties, remove kills and award rewards, then move survivors and count leaks. Freeze at five kills with no active enemies or at two leaks. Independently restate all fixtures in a combat oracle, compare every winning and losing step, require the exact twelve-advance 1,000-point victory and twelve-advance empty-board loss, and assert illegal actions are atomic.

Frequently asked questions

Are the waves or tower attacks random?
No. The eleven-cell route, five spawn steps, enemy health, tower statistics, target priority, rewards, and movement sequence are fixed and independently replayed.
What is the exact winning setup?
Build a Bolt at row 1 column 2, a Cannon at row 3 column 2, upgrade the Bolt once, then Advance twelve times for five kills, zero leaks, and 1,000 points.
What causes a deadlock?
The second leaked enemy ends the run. For a deterministic example, restart with no towers and press Advance twelve times.

Mini Games guides

View all