Arcfence: tower defense
The piece you place is the wall. Draw the corridor the enemy has to walk.
About Arcfence: tower defense
The piece you place is the wall. The enemy's path is born from what you left open.
There is no track drawn on the ground. The field opens empty, with rock and a core to defend, and it is your walls that decide where the invader walks: it always takes the shortest way that is left. Drawing a long, winding corridor is the whole game.
And here is the rule no other game in the genre has: you CAN seal the passage completely. When you do, the invader stops walking and breaks the piece that seals it. Sealing buys time and costs the wall. It is a real decision, taken mid-wave, with the piece sinking in front of you.
FIVE PIECES, EACH SOLVING A DIFFERENT PROBLEM
Wall is cheap, takes a lot of punishment and does not shoot: it is the maze and it is what you sacrifice when you seal. Autogun handles many weak invaders. Mortar hits an area but has a MINIMUM range — it cannot hit what is right next to it, so it must sit back. Laser pierces everything in line, which rewards a straight stretch and fights the serpentine you want to build. Slower deals no damage at all: it brakes, multiplying the time an invader spends under everything else.
Each one upgrades to level 3. An upgraded wall gets thicker and survives more biting; an upgraded gun hits harder. And the number of guns per level is capped: the decision is WHICH family and what to upgrade, not filling the field with turrets.
YOU SEE THE EFFECT BEFORE SPENDING
Hold your finger on a cell and the game tells you how many steps that piece will add to the path, before you pay for it. If the piece diverts nothing, it says so and explains why — a lone wall diverts nothing, you have to close a line.
And there are two views: the field view, tilted, to watch the fight; and the plan view, from above, to draw the maze without distortion.
FOUR KINDS OF INVADER
And the SAPPER, from the later waves, is the only one that does not respect the corridor: when going around gets expensive, it breaks the wall and goes through. It is what makes the maze something to defend, not just something long.
Machines, not creatures. The common one comes in numbers. The fast one trades toughness for speed and crosses your range before dying. The heavy one absorbs concentrated damage and walks slowly. The game announces the mix before each wave, so choosing a piece is an informed decision.
EIGHTY LEVELS THAT WERE MEASURED, NOT GUESSED
Every level was played end to end by a simulated player, and each one's difficulty was calibrated by bisection until it cost the right number of core lives. No impossible level, no free level. Twenty-six maps across four sectors, each with a spatial question of its own:
PERIMETER (free, 20 levels) — where the maze begins: open field, narrow corridor, two entrances, rock chokepoint, long field, core in the corner, rift and arena.
FURNACE — the squeeze: tight fields, room for few guns, every wall costing double. The question is where NOT to build.
OPEN SKY — the flow: big fields and more than one mouth. Space to spare, time running out.
BREACH — the asymmetry: the core is rarely at the end of the axis, and the layout that always worked will not work twice.
And when the levels run out, the SIEGE goes on: on a map you have already beaten, the waves never stop and what counts is how long you hold.
Four difficulties; the levels were tuned on Normal.
NO CATCH
No ads. No energy to wait for. No in-game currency, no loot boxes, nothing you can buy to get stronger. The Perimeter sector, with 20 levels, is complete and free — playable from the tutorial to the end without paying anything. The other three sectors are a one-time purchase and bring only new levels, all measured as beatable. The game runs offline and asks for no account. Permissions are vibration and network — network only so the store works.
Six languages. Landscape, with the piece panel on the side.
Single player. Plays with no internet.
RNG Desenvolvimento · [email protected]
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