What we are building
In a tower defense, enemies walk along a path and you place towers to stop them before they reach the end. You earn money for defeating enemies and spend it on more towers. It is a satisfying genre to build because the fun comes from balance: waves that push you, towers that feel worth their cost, and money that keeps you choosing.
Step 1: write a focused prompt
Name the genre, what the player does, the goal, and the vibe. For our tower defense:
A top-down tower defense where enemies follow a winding path and I place towers on the grass to shoot them. I earn coins for each enemy I defeat and spend coins to buy more towers. I lose if too many enemies reach the exit. Clean and colorful, with clear, readable shapes.
That gives OddShed the path, the place-and-shoot verb, the coin loop, the lose condition, and a readable look to aim for.
Step 2: play the first build
Send the prompt and play the game in the live preview as soon as it builds. Place a tower or two, let a wave run, and watch how it feels. Note whether the path is easy to read, whether towers hit reliably, and whether the coin amounts feel fair.
Step 3: get the core loop working
Tune the place-shoot-earn-spend loop first, one change at a time:
- Let me click an empty grass tile to place a tower, and show its range before I confirm.
- Make towers shoot the nearest enemy in range automatically.
- Give me coins for each enemy defeated and show my coin total at the top.
- Stop me from placing a tower if I cannot afford it.
Step 4: add waves and a goal
Now add the structure that makes a run feel like a game:
- Send enemies in waves that get a little harder each time.
- Show which wave I am on and how many enemies are left.
- Give me a few lives, and take one each time an enemy reaches the exit.
- End the game with a win screen if I clear the last wave, or a lose screen if I run out of lives.
Step 5: balance it
Balance is where a tower defense becomes fun. Play a full run, then nudge the numbers until it feels fair but tense:
- If it is too easy, make later waves bigger or faster, or make towers cost more.
- If it is too hard, give a bit more starting money or a slightly cheaper basic tower.
- Add a second tower type with a different trade-off, like a slow but powerful one.
Change one number, play, and adjust again. Builds that change the game save a restore point first, so a balance experiment that goes wrong is one step back. Export the version you are happy with.
Step 6: polish, then share
- Use clear, colorful shapes so the path and towers read at a glance.
- Add a small sound when a tower fires and a coin sound when I earn money.
- Add a short shake or flash when an enemy reaches the exit.
When it feels finished, share it by link or publish it to the public game library. For a different genre, try the guide on making a platformer with AI.