
Highlighting each of the towers available in the game, how they work, and what they currently look like. Second up: the Elemental branch.

Highlighting each of the towers available in the game, how they work, and what they currently look like. First up: the Kinetic branch.

Join the playtest and enjoy a first-row seat as the game moves through stages of development on the road to a release later in 2024.

Giving the player something to work towards with all of those Experience Points.

That moment when a project goes from a gameplay loop execution to a proper game.

On the remaining features before Alpha and the game’s name change to Terrorformer TD.

The state of Clockwork TD at the end of 2023 and plans for 2024.

On planning, documenting, and implementing a diverse series of towers for Clockwork TD.

On creating, documenting & implementing dynamic enemies in the tower defense genre.

Covering player risk/reward and the level’s evolution over time.
A* Pathfinding Autonomous Odyssey C# ClickCrafter Code Snippets Design Patterns Documentation Enemies Events Figma Game Design Gamedev Game Release GitHub Grids Hexagons Level Design Map Meet the Towers News Patch Notes Playtesting Progression RPG Stats Scriptable Objects Steam Terrorformer TD Tower Defense UI Design UI Toolkit Unity Wireframing