Tower-defense numbers are mostly already public
1"How hard is this wave" can become a single dial
Their finding: "difficulty" is not one number in your game. It is four things arriving at once — how many enemies you face, how strong they are, how densely they are packed, and how strong you are by comparison.
So they stopped hand-writing waves. A designer says two things: how hard this level starts and how hard it ends, plus a stress multiplier per wave (1.0 = baseline). The tool solves backwards for how many enemies of what strength that implies.
The win isn't automation. It's that difficulty becomes a curve you can shift and stretch as a whole, instead of two hundred numbers scattered across a spreadsheet.
Round 1 is 20; round 100 is 67,200 — an average of +8.55% per round. Yet 62 of the 139 round-to-round steps go down (44.6%).
The sawtooth isn't a figure of speech — it's in the data. Roughly every other round is lighter than the one before it. The lightest mid-game round is round 24, at just 43 weight. The deepest breather of all is round 90, 93.6% lighter than round 89 (55,712 → 3,556) — immediately before round 100 releases the largest enemy in the game. You let the player breathe first, or the spike doesn't land.
There's a blunter fact too: BTD6 only hand-authors 140 rounds. After that, waves are
generated from a budget, and the wiki spells the formula out:
RBE budget = round × 4,000 − 217,000. Not even Ninja Kiwi kept hand-writing.
2Range is worth far more than damage
+1 tile of range does two jobs at once
- It covers more path (more places you can shoot).
- Each enemy stays in range longer (more total damage landed).
+10% damage does part of job 2 only. The article's word for it: range is overpowered.
Consequence: short-range towers are born unused. The only way to save one is to pay it in a different currency — bigger hits, crowd control, armour shred, splash. "The tower nobody ever builds" is the number-one sign of an unbalanced tower defense.
| Tower | Tier | Total cost | DPS | Gold per DPS |
|---|---|---|---|---|
| Archer Tower | 1 | 70 | 6.88 | 10.18 |
| Marksmen Tower | 2 | 180 | 16.5 | 10.9 |
| Sharpshooter Tower | 3 | 340 | 28.6 | 11.89 |
| Militia Barracks | 1 | 70 | 6 | 11.67 |
| Footmen Barracks | 2 | 180 | 7.72 | 23.31 |
| Knights Barracks | 3 | 340 | 17.65 | 19.27 |
For the same 70 gold at tier 1, ranged buys DPS at 10.18 gold each; melee pays 11.67. By tier 3 the gap widens to 11.89 vs 19.27 — melee DPS costs 62% more.
Melee loses the DPS column at every single tier — and is still a pillar of that game. Because DPS isn't what it sells. It sells holding enemies in place, and that isn't in the table.
3Eight hard rules that let the player think
| Rule | Why |
|---|---|
| No scrolling | The player never worries about what's off-screen |
| All information visible | Every stat readable; nothing memorised |
| Pause and speed-up any time | Thinking time belongs to the player |
| Melee towers must be viable | See principle 2 |
| Legible state | You can see who is shooting what at a glance |
| No single-answer enemies | That makes players recall an answer, not find one |
| No flying enemies | The article calls this the worst lock-and-key design: without anti-air you simply cannot touch them |
| No reflex tests | Tower defense shouldn't reward clicking fast |
4Armour should subtract — and must keep a floor
Physical damage = ATK − DEF
Arts damage = ATK × (1 − RES%)
but never less than
5% of ATK
Verbatim: The minimum value of Dmgphys is 5% of Atkfinal.
Why the floor matters: without it, an armoured enemy becomes "bring the right tower or you literally cannot hurt it" — the worst lock-and-key from rule 3. With it, bringing the wrong tower makes you slow, not dead.
5A whole wave should collapse into one number
Bloons split into smaller bloons when popped, so "how heavy is this wave" has no obvious answer. The community invented a unit: express the wave as a count of the most basic red bloons — i.e. total hits needed to clear it.
wave weight = one number
With that number, previously unanswerable questions become arithmetic: how much heavier is wave 40 than wave 30? Does this level ramp smoothly or spike? Is the player's firepower enough right now?
This is the other face of principle 1: stress is the feeling, equivalent weight is the ruler. You can only tune the feeling once you have the ruler.
| Enemy | Own HP | Speed | Weight |
|---|---|---|---|
| Red | 1 | 1.0× | 1 |
| Blue | 1 | 1.4× | 2 |
| Pink | 1 | 3.5× | 5 |
| Black | 1 | 1.8× | 11 |
| Lead | 1 | 1.0× | 23 |
| Rainbow | 1 | 2.2× | 47 |
| Ceramic | 10 | 2.5× | 104 |
| M.O.A.B. | 200 | 1.0× | 616 |
| Z.O.M.G. | 4000 | 0.18× | 16,656 |
| B.A.D. | 28000 | 0.18× | 67,200 |
- 4.8 orders of magnitude from lightest (1) to heaviest (67,200) — inside one game.
- The first 11 tiers all have 1 HP. Difficulty isn't built by inflating health; it's built by splitting into more layers. The first enemy with health of its own (Ceramic) has only 10.
- Heavier means slower. Pink 3.5× vs Z.O.M.G. 0.18× — a 19× spread. Weight and speed run opposite to each other; the two threat axes are sold separately.
- Every bloon pays 1 cash regardless of tier. Income tracks pops, not enemy strength — so the economy curve isn't dragged along by the difficulty curve.
6Don't invent numbers from scratch — start from someone's table
You aren't buying DPS. You're buying a role.
Gold per point of DPS at tier 1: cheapest is Mage Tower at 8.71, dearest is Dwarven Bombard at 19.76 — a 2.27× spread.
The expensive one isn't mistuned. It is expensive because it splashes, and splash isn't in the DPS column. Inside a single table, the same gold buys more than twice the DPS depending on role.
Upgrading is never a DPS bargain
Across all four lines, going tier 1 → 3 makes every point of DPS more expensive:
ranged +16.8% · melee +65.1% · magic +17.3% · artillery +37.6%.
What that premium buys is concentration onto one tile.
Which is to say: the scarce resource is the tile and its range — not the gold.
This is principle 2 seen from the other side.
(In the chart the middle melee tier costs more per DPS than the tier above it. That is what the source table says, not a plotting error — that tier is famously the worst buy in the game.)
Corollary: if upgrading is cheaper than building in your game, players will carpet the map in tier-1 towers — a sign you've priced the wrong thing as scarce.
7Balance is not a point. It's a narrow slit.
The first six principles are about how to choose numbers. This one is about something more sobering: the region where the numbers are right is far smaller than intuition suggests.
We wrote a minimal tower-defense economy simulator — 10 waves, spatial placement abstracted away, keeping exactly one decision axis: defend now or invest in economy first. Then we gave it seven gates. Note what the gates ask: not "is this winnable", but "is this actually a game with a decision in it". The reference strategy must win; pure defense must lose; pure economy must lose; winning strategies must be a minority and not at the edges of the space; the reference must win cleanly but not luxuriously; a clumsy player must take damage yet survive; and the winner's production must not have been burnt to zero.
Then we swept two axes that pull against each other: defense unit price (dearer forces you into economy) × wave growth rate (steeper leaves less time for economy to pay off).
143 parameter sets, roughly 49,049 simulated runs. 2 passed all seven gates — 1.4%.
The passing region is a vertical sliver, not an area. Of the 11 growth rates swept, exactly one works; the defense price tolerates two adjacent steps. So the two axes are nowhere near equivalent — the pacing axis has almost no slack, the price axis has a little.
If you only ever tune prices, everything will feel about the same — because you are not touching the axis that is actually binding.
129 of 143 sets died on the same gate — the one requiring that winning strategies be a minority and not at the edges.
Translated: the vast majority of parameter sets are not unwinnable. They are winnable but decisionless — either everything wins or nothing does.
"Is there a decision here"
is much harder to satisfy
than "can this be won"
The 30-minute crash course
- Read this first (10 min): Optimizing Tower Defense for FOCUS and THINKING — the 8
rules and the range argument
gamedeveloper.com · Defender's Quest - Then this (10 min): Building a Better Wave — generating waves from a stress curve
fortressofdoors.com - Then skim the tables (10 min): Kingdom Rush tower stats · Bloons enemy stats · Arknights physical damage formula
If you want to go deeper: Balance in TD games · Tower Defense Game Rules · BTD6 Rounds (includes the wave budget formula)