Browser game example

TOWER DEFENSE WITH 12 WAVES

Enemies follow a marked route across one of three maps. Players spend earned gold to place towers, then watch where each defence holds or lets an enemy through. The twelve waves grow harder, turning placement and spending into the main decisions.

The meadow, switchback, and gauntlet maps give the same tower choices different path shapes. Winning every wave clears a map and opens the next, so the sample has a natural sense of progress beyond a single high score.

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A real screenshot of Tower Defense with 12 Waves

WHAT THIS EXAMPLE SHOWS

Enemies follow a marked route across one of three maps. Use the sample to name the audience, the main action, and the smallest useful first version. Cleo HQ then helps turn your own brief into a product plan and a working build.

QUESTIONS FOUNDERS ASK

What choices does a player make in tower defence?

The player chooses where to spend gold and which tower type fits the route. Basic, rapid, and heavy splash towers serve different purposes, while leaked enemies reduce the remaining lives. A strong plan considers both the path and the next wave instead of placing every tower as soon as it is affordable.

How are the maps different?

The three authored routes are called meadow, switchback, and gauntlet. Their shapes change the time enemies spend near a tower and the places where defences can cover the path. A founder making another map should keep the route legible and give players enough room to understand why a placement worked.

What happens after the final wave?

Clearing all twelve waves wins the current map and advances the player to another route. If the defence falls, the game records the wave reached and shows a high score. That makes the result clear while leaving room for another attempt with a different tower plan.