Maze TD

Prototype

Game / Tower Defense

A WC3-style maze tower defense where route design is the main skill.

Maze TD prototype mid-wave — a player-built maze of white Sheep domes ringed by upgraded gunner, slow, and aura towers, with enemies threading the perimeter

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