Tower Defense Game

πŸ‘Ή Enemy Troops

Troop Role Traits
Giant Tank Slow, high HP
Hog Rider Fast Runner Medium HP, speeds through lanes
Skeleton Army Swarm Low HP, large numbers
Baby Dragon Flying AoE Medium HP, splash damage
Minion Horde Air Swarm Fast, low HP
Balloon Flying Nuke Slow, high damage on death
Bandit Dashing Unit Dashes every 5 seconds, fast
P.E.K.K.A Boss Tank Very slow, massive HP & damage
Witch Spawner Medium HP, summons Skeletons
Ram Rider Hybrid Speed Unit Slows towers, fast dash every 5 seconds
Lava Hound Air Tank Huge HP, spawns Lava Pups
Royal Ghost Stealth Invisible until close to towers

🏰 Towers & Air Strikers (Clash Royale-Inspired)

Tower / Striker Type Inspired By Function
Archer Tower Single-target Archers Base Level: Targets air and ground, normal firing speed. Level 1: Attack speed x3, Level 2: Range x3, Level 3: Arrows can hit more than one target, Level 4: Shoot 3 arrows at once, Level 5(Ability): Attack speed x5 and Pierce x10 for 5 seconds
Wizard Tower Splash Wizard Base Level: Throws fireballs that are one target. Level 1: The fireball now has AoE, Level 2: Attack speed x10, Level 3: Summons a wall of fire every 30 seconds (small AoE and DPS), Level 4: Pierce x3, Level 5(Ability): Fireball Drone (spawns a drone that shoots fireballs all across the path/map for 15 seconds)
Inferno Tower Single-ramp DPS Inferno Tower Base Level: Targets one enemy with ramping laser damage, great vs. tanks. Level 1: Ramp-up speed is doubled, Level 2: Can target two enemies at once, Level 3: Poison effect for 3 seconds immediately after outside of range, Level 4: Starts at x5 original starting damage, Level 5(Ability): Overheat Mode – Ramp maxes instantly and pierces 10 enemies for 10 seconds
Tesla Coil Burst + Hide Hidden Tesla Zaps enemies, need to level up inferno tower to place, only on the field for 5 minutes
Bomb Tower Ground Splash Bomb Tower Base Level: Shoots a bomb with high pierce every 2 seconds. Level 1: Each bomb turns into shrapnel which destroys more enemies (low damage), Level 2: Throws 2 more bombs instead of splitting into shrapnel, Level 3: Attack speed x5, Level 4: Stuns troops, Level 5(Ability): Rocket Strike (throws a nuke that destroys all medium HP troops)
Magic Beam Tower Line Piercer Magic Archer Base Level: Shoots an arrow that does low damage and pierces through 4 enemies in a line. Level 1: Can pierce 10 enemies, Level 2: Attack damage x5, Level 3: Attack speed x10, Level 4: Can pierce through infinite enemies
Freeze Tower Control Freeze Spell Base Level: Freezes balloons for 3 seconds (shoots every 3 seconds). Level 1: After 3 seconds of freezing, the troops move 25% slower, Level 2: Now damages the troops x5, Level 3(Passive Ability): Troops that are frozen create a slowing effect in a large radius, Level 4: Whenever a troop is killed by Freeze Tower, it sends out ice shards that do 10 damage, Level 5(Ability): Freezes all troops on screen for 10 seconds
Hunter Nest Shotgun Splash Hunter Base Level: Fires shotgun blast with massive close-range damage. Level 1: Blast size increases by 50%, Level 2: Reload time halved, Level 3: Shoots 2 blasts in succession, Level 4: Critical shot chance (20%) for 5x damage, Level 5(Ability): Scatter Storm – Unleashes 10 rapid-fire blasts in all directions over 5 seconds
Lightning Obelisk Chain Lightning Electro Wizard Base Level: Zaps single targets. Level 1: Zaps 5 targets at once, Level 2: Attack damage x5, Level 3: Summons whirlwind which knocks back troops, Level 4: Each troop in a large radius is stunned, Level 5(Ability): Spawns a Zap Drone that stuns and damages all enemies on the path/map
Rage Beacon Support Rage Spell Base Level: Makes all towers cheaper. Level 1: Increases attack range, Level 2: Increases pierce x5, Level 3: Increases attack speed x2, Level 4: Each enemy kill gives more money, Level 5(Ability): Increases attack speed and pierce x10 for 10 seconds

βœ… Final Tower Defense Game Burndown Checklist

Tech Stack: HTML, CSS, JavaScript, Python
Theme: Clash Royale-style enemies (troops) vs. towers/air strikers


πŸ“… Phase 1 – Prototype: Finish by May 22

Goal: Playable prototype with 1 enemy and 1 tower, basic mechanics in place.

🧱 Core Setup

  • Set up basic project structure in frontend
  • Currency system for towers and points API based on time survived in endless mode
  • Draw static map/track for enemy movement (Canvas or grid)
  • Implement enemy movement (giant) along path
  • Create health system for enemies, health bars for enemies
  • Build Archer Tower that targets and damages enemies
  • Show tower range + attack logic
  • Add projectile hit detection + enemy HP reduction
  • Tower placement via mouse click
  • Lose condition: Health bar for user, enemies reaching end

πŸ“… Phase 2 – Playable Build: Finish by May 29

Goal: 3 enemy types, 3 towers, waves, UI, and early upgrade system.

🧠 Game Logic Expansion

  • Add 2 more enemy types
  • Add 2 more tower
  • Implement tower leveling system (Levels 1–4)
  • Enable tower Level 5 ability logic (e.g., Archer Tower’s rapid burst)
  • Create enemy wave system with cooldowns and scaling
  • Tower cost and gold system

πŸ–ΌοΈ Visuals & UI

  • Add simple sprites/placeholders for enemies/towers
  • Improve UI: gold, tower menu, wave timer
  • Add tower placement limits (grid-based, no overlap)
  • Tower hover effects: show range, stats
  • Win/lose screen with retry button

πŸ“… Phase 3 – Final Polish & Presentation: Finish by June 5

Goal: Full 15 troops and 15 towers, final balance, final UI, presentable build

🧩 Final Content Integration

  • Add remaining 12 troops (with HP, speed, special logic)
  • Add remaining 12 towers/air strikers (attack logic + upgrades)
  • Finalize all tower upgrade trees (Levels 1–5 + ability)
  • Polish enemy AI: flying, swarming, fast, armored types
  • Polish attack targeting (prioritize closest/strongest/etc.)

🎨 Final UI & Polish

  • Add upgrade buttons/menus per tower
  • Polish level/map visuals with CSS or Canvas

🎀 Final Touches for Presentation

  • Add instructions/help panel for gameplay
  • Create title screen with Start button
  • Final balance pass for difficulty curve
  • Playtest and debug all edge cases
  • Prepare short live demo and walkthrough slides

πŸ§‘β€πŸ’» Tower Defense Game Roles

Role Assigned To Main Technologies
🎨 Frontend Designer & UI Dev Lars HTML, CSS, JavaScript
πŸ’₯ Game Logic Engineer Darsh JavaScript
🧠 Backend & Economy Manager Pradyun Python