Five Opening Mistakes That Lose Tower Defence Maps
After enough tower defence campaigns, you start to notice that failed runs rarely die at the hard part. They die early, from quiet mistakes you don't feel until wave twenty. Here's what I keep seeing — in my own play and in the games I review.
First: overbuilding early. It's tempting to pack the entrance with towers, but you starve yourself of upgrade resources for the mid-game spike. Fewer, upgraded towers almost always beat a crowd of weak ones.
Second: ignoring the path geometry. Before you place anything, trace where enemies spend the most time. A tower on a long straight or a tight corner does double the work of one near the spawn. Third: forgetting about range overlap — two towers covering the same patch of path is wasted coverage.
Fourth: no answer for the fast enemies. Nearly every game sneaks in a speedy unit that slips past slow-firing towers, and you want a slow or stun effect ready before it shows up. Fifth, and the one that catches me most: not pausing to plan. If the game lets you pause and place, use it. The maps that feel impossible usually just reward one extra minute of thinking.
