2D · 1 build to play
Tower defense playable ads
Tower defense playables live or die on the first placement. It has to be obviously right and wave one has to melt, so the player feels clever before the boss shows up.
Play them here
Each one made with Playbaker. Tap a card to play it in a phone frame; its page has the prompt behind it.
What makes a tower defense playable work
From the studio’s tower defense playbook: the rules the agents load before they build, and what went wrong in earlier builds.
01
An obvious first pad
Enemies are already on the winding path and a hand drags a tower to the best pad. A random player should still survive wave one.
02
Projectiles that travel
Arrows, cannonballs and spells fly and lead their target; cannons splash and mages slow. Instant hits look fake.
03
Upgrades you can see
Tap a tower to upgrade it and it visibly changes, paid for by the coins wave one dropped.
04
A boss that breaks something
Wave three brings a boss with a health bar that smashes a tower on its way. Hold and win, or the gate falls and the lose end card plays.
A 30-second beat sheet
What the player sees, in order. A playable that hits these beats ends before attention runs out.
- 0–2 sEnemies on the path; a hand drags a tower to the best pad
- 3–10 sWave one melts; coins pop
- UpgradeTap a tower, it levels up
- Waves 2–3Armoured enemies, then a boss with a health bar
- EndA clutch win or a fallen gate, then the end card
Start from this prompt
Swap in your store link, or describe your own game. Edit anything after the first build by asking for it.
Make a tower defense playable ad for my game: <your store link>. Enemies follow a winding path; drag two towers onto pads, hold the first wave, tap to upgrade, then a boss with a health bar smashes a tower on its way. End card on win and on lose.
One build, 10 exports
Every tower defense build exports as a single file with its art, sound and libraries inside, packaged for each network.
Tower defense playable ads
