Maze TD
PrototypeGame / Tower Defense
A WC3-style maze tower defense where route design is the main skill.
What it does
Classic tower defenses hand you a lane; Maze TD hands you an empty field. You build the route yourself out of cheap base towers (“Sheep”), threading enemies through mandatory checkpoints into spirals, figure-eights, and cross-map loops, then upgrade pieces of the maze in place into specialized damage dealers. There's no path rejection — wall enemies off completely and they'll attack your towers to carve through, which is where the panic and the clutch mid-wave rebuilds come from. A desktop game targeting Steam, currently a playable prototype with placeholder art.
Current features
- The maze is the toy — grid building with A* checkpoint routing, so the player designs the route instead of decorating a lane
- No path rejection — block freely; enemies respond by attacking towers to break through
- Build, sell, and reroute mid-wave for clutch plays
- 6 tower types (Sheep, Gunner, Splash, Slow, Aura, Sniper) and 5 enemy types (Runner, Swarm, Armored, Tank, Boss)
- Overlapping wave system, per-kill economy, RTS-style camera (edge pan, drag, zoom, WASD)
Tech stack
- Godot 4
- C#
What's next
- Make armor types and tower tags mean something (data exists, no effect yet)
- Replace procedural placeholder art with real models
- Work the launch roadmap toward a Steam release