Ratland Defense
by MrRat Gaming · Discord
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| Custom levels unlock the full arsenal: Tesla, Venom, Reaper, Mint, Warden, Mortar and the pond-only Cruiser. | ◎ Ranges shows every tower's reach at once; the bar below previews the next wave. |
What is a Tower Defense game?
In a tower defense game, enemies walk along a fixed path from a spawn point to your base. You can't move the enemies — you can only stop them by building towers on the tiles around the path. Towers shoot (or slow, burn, poison) enemies for as long as they're in range.
The loop is simple:
- Enemies are killed → you earn money
- Money buys and upgrades towers
- An enemy that reaches the end of the path leaks → you lose lives
- Survive every wave of the level to win; run out of lives to lose
The skill is in placement (where towers cover the most path) and economy (spending now vs. saving for something big).
How this game works
The map
- A 28×16 grid. The path is a smooth lane through it; enemies walk left to right.
- You build on grass tiles only — never on the path, and never on ponds (water tiles).
- Ponds appear on harder difficulties:
easy 0, normal 1, hard 2, nightmare 4 ponds. The one exception to "no building on water" is the Cruiser, which can only be built on a pond.
- Every level starts paused. Press ▶ Resume (or
Space) when you're ready.
Money
- You start each level with a base amount ($100–$350 depending on the level).
- Kills pay a reward per enemy type (shown in the legend).
- Send Next Wave early = bonus money for every second of the 6-second countdown you skip.
- Selling a tower refunds 70% of everything you invested in it (base cost + upgrades).
- Losing and retrying grants a growing bonus: +$50, then +$100, …
- Winning carries your unspent money into the next level — but the fraction kept depends on the next level's difficulty:
easy 100%, normal 75%, hard 50%, nightmare 25%.
- Speed bonus: playing at 2× earns +20% income, 3× earns +40% (applies to kill rewards, Mint income and early-send bonuses — not to refunds or starting money).
Lives & difficulty
- Each enemy that leaks costs lives (most cost 1; tanks cost 2, the boss costs 5).
- Starting lives come from the level's difficulty:
easy/normal 20, hard 15, nightmare 10.
- The 🎚 difficulty dropdown lets you replay any level at any intensity. It changes wave size, spawn speed, enemy HP, your starting lives and how often the boss shows up.
Waves
- Built-in levels have 12 waves; custom levels can have up to 50.
- Waves auto-start 6 seconds apart, or hit Send Next Wave for bonus money.
- The bar under the map previews exactly which enemies are in the next wave (swatch + count). During a wave it shows your live level stats instead.
- Enemy HP scales up every wave, so early waves are a warm-up.
Towers: upgrading & selling
- Click a placed tower to open its panel: targeting mode, Upgrade, Sell.
- Towers have 3 levels. Upgrading costs the base cost ×1 (to L2), then ×1.5 (to L3). Each level scales damage, range and fire rate up.
- Targeting modes:
First (furthest along the path — default, usually best), Last, Closest, Strongest (highest HP).
- Friendly fire is real: your own projectiles can hit your own towers. Towers have HP equal to 2× everything invested in them. Homing shells that clip a tower are destroyed and damage it; Railgun slugs punch straight through towers. The support towers (Frost and Warden) are immune to friendly fire.
Scoring
Score = kills × 10 + lives × 50 + money earned × 1. Your best score per level is saved. Mint income does not count toward money earned, so it doesn't inflate your score.
The Towers
Towers unlock as you progress through levels. The first six are available on the built-in maps; the rest (level 7+) appear on custom levels made in the Level Generator.
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