Describe the map topology
State where enemies enter, split, and reach the objective.
Start with a short path and a small tower selection. Give players enough information to compare placement options, then show which threats each choice can handle.
How it works
Work through one short tower defense loop, then playtest its choices, controls, and feedback.

Use one clear path with a bend or fork that creates a meaningful placement decision.

Give players enough resources for one or two towers, not every available option.

Use enemy types that differ in speed or durability and make that difference visible.
Make range, targeting, and damage clear enough to review during a wave.
Keep the wave fixed and compare how another tower position changes the defense.
Pick a starting point
Route enemies through a central fork with a short risky lane and a longer loop. Review whether the choice and result are visible during play.
Route enemies through a central fork with a short risky lane and a longer loop. Place the base beyond both routes and let the player cover only one lane at the start.
Enemy path ↗Why SEELE
State where enemies enter, split, and reach the objective.
Give unit speed, health, and behavior a clear role.
Make the available placements part of the challenge.
Check whether players can infer why a defense failed.
Use controlled changes to compare strategy choices.
Make a useful adjustment available after a failed wave.
Who it’s for

Work through path shape, placement range, enemy routes, and wave feedback.
Create AI Tower Defense Game Maker with AI ↗
Compare tower costs and enemy traits using the same short wave.
AI Tower Defense Game Maker ↗
Test one map decision before adding upgrade trees or a longer campaign.
Uefn Team Review Unreal ↗Reviews
FAQ
It helps plan a tower-defense prototype around an enemy route, tower placement, and a resource choice. Begin with one short wave that players can replay.
Make the route visible before players place a tower. A bend or fork can create a decision, but keep the path simple enough to understand at a glance.
Start with two towers that serve clearly different roles. Show their cost and range so players can compare placement without guessing.
Give players enough resources to cover part of the route, then make the threat and placement tradeoff visible. Test whether they can explain what they prioritized.
Change one trait such as speed or durability and make it visible. Avoid adding several new enemy types before players learn the first wave.
Use a clear range preview before placement and keep it visible during a test if needed. Check that it does not obscure the path or enemy position.
Choose a rule players can understand, such as nearest enemy or first along the path. Make targeting behavior consistent and test edge cases at a fork.
Compare its cost, range, and effect against a fixed wave. Look for placements that solve the whole route without a decision or placements that never feel useful.
Show whether enemies reached the base, how much health remains, and whether the player can place or upgrade before the next wave.
Yes, when lane choice is the feature being tested. Start with a clear split and make sure players can see which enemies use each route.
Specify the path, base, tower choices, player budget, enemy traits, targeting behavior, and wave-end feedback. Limit the first test to one placement decision.
Keep enemies and budget fixed while changing one tower placement. Observe which route players protect and whether they understand the cost of leaving another open.
Add upgrades only if improving a tower is the question. First confirm that base placement and enemy behavior are easy to compare.
Record which towers players place, where enemies leak through, and whether the outcome matches their expectations. Use the same wave to compare changes.