Last Core
Press Space to start enemy wave.
Set the towers on the unlocked white pads before starting the wave.
Choose the tower type , press E to place.
When the third wave starts (final wave) you will be able to upgrade 3 towers, choose upgrade type, press U to upgrade.
Good luck,
Creative Process
This project was developed as a tower defense game with roguelike-inspired design, created specifically to follow the jam’s gameplay and evaluation criteria. The main goal was to design short, focused runs that feel complete from start to finish, while emphasizing strategy, experimentation, and meaningful player decisions.
The core gameplay loop revolves around defending against sequential enemy waves using a limited set of towers. The game includes three distinct tower types, each with a different role, encouraging players to balance offense and defense rather than relying on a single solution.
A central mechanic of the game is the tower synergy system. Towers can interact with one another in ways that enhance their effectiveness when placed thoughtfully. This system was designed to encourage experimentation and replayability, pushing players to test different combinations and layouts across runs. In addition, tower upgrades allow players to further specialize their strategy by modifying tower behavior and effectiveness at key moments during progression.
Enemy variety also plays an important role in decision-making. Enemies differ in health, speed, and visual in color—the difficulty curve is designed to make later waves more demanding and to highlight the consequences of earlier choices.
All 3D assets were generated using Buu AI tools, including towers, enemies, and environmental assets. Using AI-generated content allowed for rapid visual iteration while enabling more development time to be spent on gameplay mechanics, balance, and polish.
From a technical standpoint, the project focused on stability, responsiveness, and clarity. Ensuring consistent behavior between the Unity editor and Windows builds required debugging rendering and material issues, which ultimately improved the overall robustness of the game. Basic quality-of-life features and clear visual feedback were prioritized to keep the experience smooth and readable.
Overall, this project explores how a small set of mechanics—tower synergies, upgrades, and enemy variation—can create engaging, replayable gameplay within a compact tower defense framework.





Comments
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It's playable but quite difficult. It doesn't really fit the theme, and the controls are completely broken