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In this world, no one can survive alone... note 

Tower Defense Simulator is a Co-Op Multiplayer Tower Defense game inspired by Tower Battles in Roblox mainly made by the users BelowNatural and Razuatix. Up to four players can team up and use their towers to defend against the oncoming horde of zombies. There are three main modes, Normal, Molten, and Fallen, with additional modes including Hardcore, Nuclear, Badlands, Pizzeria, and Events. If the team manages to survive a certain number of rounds, they receive Triumph rewards.

You can play the game for free here.


In these tropes, no one can survive alone...

  • Ace Pilot: One of the towers is literally named after this trope. being a plane that spins around in a circle and will shoot any enemies if it's range can detect them. There is also a Militant skin called Ace Pilot (based on Zero Two from DARLING in the FRANXX) as well.
  • Anti-Frustration Features: If someone disconnects in the middle of the round, any towers they bought will stay on the map to keep providing support for the remaining player(s).
  • Area of Effect: Two of the melee towers: Gladiator and Sledger. Some bosses can also deal AOE stuns by stomping or their weapon.
  • Armor-Piercing Attack: The Flamethrower, Freezer, Electroshocker, and Frost Blaster can lower defense and along with certain other towers, can deal damage to Lead enemies, which are immune to normal weaponry.
  • Asteroids Monster: A few enemies can split or downgrade when it dies, like the Solar Shard, which downgrades into the Lunar Shard when it dies, and when that dies, it becomes a Dust.
  • Awesome, but Impractical: These towers can become this if they're too expensive, especially with their max level upgrades. Special shoutout goes to these:
    • Accelerator: Considered the best tower in the game due to its attack, which rapidly builds up damage as time goes on, but costs $4,250 to place down, and the Level 5 upgrade costs $34,000 without a DJ. It also has a placement limit of 8.
    • Turret: Considered up there with Accelerator, but is the third-most expensive tower in the game ($58,250), with the placement cost being $4,000. And you can only place down 5.
    • Pursuit: Costs $1500 to place down, but its Level 5 upgrade costs $9500. Is considered a good substitute to the Accelerator.
    • Military Base: The Railgun Tank (Level 5) upgrade costs $26,000. Better have some farms.
    • Executioner: The Level 5 upgrade costs $12,500. It is one of four ground towers that can hit flying enemies, the others being the Hunter, Archer, and Engineer (at Level 2). Has a placement limit of 8.
    • Ranger: Deals the most damage per shot (1125!) when fully upgraded, but is also the most expensive tower, costing $5,000 to place and $35,000 to upgrade to Level 5. In total, unless someone brings a DJ, it'll cost $63,000 to fully upgrade it. It's also a cliff tower, which means less space depending on the map. Has a placement limit of 6.
    • Mortar: Level 5 costs $20,000, which gives a massive upgrade in damage, range, and firerate. Is a cliff tower and has a placement limit of 4.
    • Engineer: Total cost to max out this overpowered tower (which can deploy sentries based on the tower's level, with Level 6 having sentries that shoot missiles) without a DJ is $52,400. This is the third-most expensive tower to max out. Can detect Hidden enemies and Flying enemies at Level 2, and their sentries can damage Lead enemies at Level 6. Has a placement limit of 6.
    • Necromancer: Can summon various skeletons as an ability as well as attacking enemies by throwing magical projectiles and then using a beam attack at Level 4. However, these skeletons will not survive for very long (as they're intended to do collision damage which kills them) and the Necromancer is quite expensive, costing a total of $45,000 without a DJ. The Necromancer is able to detect Hidden and Flying enemies from Level 0 though, which can help in some occasions.
  • Bee-Bee Gun: The Swarmer, which throws bees at first that induce a Damage Over Time effect on the enemy, and when upgraded, has an actual bee gun that fires bees.
  • Boring, but Practical: A few early game towers can take care of the early waves by themselves.
    • Scout: One of two starting towers in the game, and was reworked in the Solar Eclipse Update so it could easily take on early waves when placed in groups. Its Golden Perk makes it even better.
    • Demoman: Cheap and causes splash damage and a group of these can hold their own in Molten Mode.
    • Soldier: A burst tower that can take care of early waves in Molten Mode, and is fairly cheap. Can detect flying enemies when its Golden Perk is activated.
    • Pyromancer: Considered one of the worst towers, but has its uses in events with multiple lanes next to each other, like on Outpost 32 in the Frost Invasion or Totality Tower in the Solar Eclipse. Unless it's a Golden Pyromancer; Then you have yourself a tower that can hold the enemies off for a very long time, and it can detect Hidden enemies.
    • Mortar: A group of level 0 mortars can take down multiple enemies that are grouped together closely.
    • Farm: Can't attack, but can give money at the start of a wave.
    • Shotgunner: A group can take on multiple waves, especially when the enemies are tightly packed together.
    • Hunter: Is one of the four ground towers that can detect flying enemies and is fairly cheap, dealing medium DPS.
    • Cowboy: Can attack and give cash every 6 shots.
  • Crutch Character:
    • Crook Boss: From level 0, guards can spawn, walking down the track, firing at enemies in their range. When maxed out and if there are multiple Crook Bosses, then the amount of guards spawned is massive.
    • Military Base: Spawns cars/trucks (and when upgraded, tanks) and is very cheap when starting a game. Able to hold off the first waves, depending on track length.
  • Degraded Boss: The game will often introduce "Boss" enemies by spawning one at the end of a wave, only for their numbers to increase as the round progresses further.
  • Fragile Speedster: Typically, the faster the enemies are, the less health they have, with exception to some bosses. The average health, however, increases with each wave.
  • Gold-Colored Superiority: Those towers with golden rays shining (Golden Perk Enabled) have much better performance compared to their vanilla counterparts. However, it may come at the cost of the placement and upgrade price increasing.
  • The Goomba:
    • The first enemies of any game are typically the easiest to deal with (context: allow you to farm and tank damage), with exception to Nights 3 and 4 of the Solar Eclipse.
  • Mighty Glacier: The slower an enemy is, typically the more health they have, with some even having defense.
    • Special shoutout goes to the bosses, which all have extremely high amounts of health and very punishing moves, including a Shockwave Stomp which would stun all towers in range. The Umbra, Void Reaver, and Ducky D00M's 2022 version can even damage the base. (Umbra: can shoot base with a bow and arrow and deal 20 Damage. Void Reaver: throws sword that deals 80 damage when they reach half-health, but cannot decrease base health below 1. Ducky D00M: Charges with chainsaws out towards the base, dealing 100 Damage, but the event that they are in includes the ability to increase the max health of the base to 1910.)
  • Level Grinding: The most tedious (but important) part of the TDS is to grind for coins and gems, meaning you have to play several rounds in a day just to get a tower(s).
    • In events, it can turn into Logical Extreme mode as the events will often award event towers in special event maps (which are usually very difficult and/or tedious) and will contain battlepasses which contain skins and other rewards by utilizing a special event currency. They're gained either by winning rounds during the event (with the event map giving the most) or in recent times, enemies randomly spawn with an accessory and when killed, drop the currency items.
  • No-Sell: Most enemies have one or multiple immunities:
    • Hidden: Can only be detected by select towers with the correct upgrades. Golden Pyromancers and Necromancers can see Hidden enemies as soon as it is placed down.
    • Fly: Can only be detected by cliff and air towers, with the Hunter, Archer, Level 2+ Engineers, Executioner, Golden Soldier, and Necromancer being the only six ground towers to detect flying enemies.
    • Lead: Can only be killed with explosions, electricity, burn, poison, Accelerators, Engineers, Level 2+ Sledgers, Level 3+ Rangers, Level 3+ Snipers, Level 3+ Wardens, Level 3+ Minigunners, and collision damage from units.
    • Burn: Immune to the Pyromancer's burn damage.
    • Freeze: Immune to being frozen by the Freezer, Frost Blaster, and the Sledger.
    • Explosion: Cannot be dealt Splash Damage.
    • Stun: Is immune to the stun effect from the Electroshocker and Warden.
    • Poison: Is immune to the slowdown effect from the Toxic Gunner.
    • Ghost: Cannot collide with units.
    • Bosses have multiple immunities, usually a combination of the ones listed above. Most also have an ability that can make them have Nigh-Invulnerability, which usually triggers when they reach a certain health threshold.
  • Nuclear Mutant: Some of the enemies in Fallen and Golden back when the Polluted Wastelands was available would be replaced with more powerful versions of them. This would only happen on the Polluted Wastelands map. When a team triumphed on Fallen Mode, they would gain a special badge. As of May 8, 2021, this map is not available. On July 29, a new version of the Polluted Wastelands came back, now known as Polluted Wastelands II, playable only on Nuclear Mode, and with it came tougher enemies to face and more rewards to earn, including the Nuclear Monster, the Final Boss of the Polluted Wastelands with a whopping 1.5 million health.
  • Splash Damage: Any tower that can cause explosion damage.
  • Symbol Face: Many enemies have odd faces, most notably being the zombies that usually attack first. The symbols on their faces vary from crosses, slashes and forked crosses. There are also the molten enemies, which have faces that resemble the letter M. The only exception is the Molten Titan, who has eyes that drown out the symbol and put it in the backseat. It is most likely used to show these creatures aren't human, at least not anymore.
  • Tower Defense: Should be very obvious why.
  • Temporary Online Content: Downplayed with the event towers, although there are some exceptions...:
    • Double Subverted and exaggerated with the Gladiator. It was the reward for triumphing The Heights during the Sword Fight On The Heights 2019 event, but afterwards, it would make its return numerous times where it would be sold as a gamepass in the shop for Robux.
    • Also Double Subverted with the Toxic Gunner, which was the reward for triumphing Trick Or Threat Town during the Halloween 2020 event. During the Solar Eclipse Event, it was available as a gamepass for a limited time from December 4th, 2021 to December 26, 2021, and was up for sale during the 2023 Black Friday Sale from November 24th-29th, 2023.
    • Like the Toxic Gunner, this was Double Subverted with the Slasher, which was the reward for triumphing Nightmare Carnival during the Halloween 2019 Event. It would be available as a gamepass during the Halloween 2020 Event.
    • This was also Double Subverted with the Archer, the reward for obtaining the Gift of Sharpness during Christmas 2019, as it would be available as a gamepass during the Spring 2020 Event.
    • Again Double Subverted with the Sledger, as it was available as a gamepass during the 2022 Memorial Day Sale.
    • Also Double Subverted with the Executioner, being available from the 2023 Black Friday Sale from November 24th, 2023 to November 29th.
    • Double Subverted with the Frost Blaster, being totally reworked in the Krampus' Revenge Event update and resold from 21 December 2023 to 10 February 2024, even after the event ended on January 31.
    • The other event towers (Commando and Swarmer) have not yet been brought back as gamepasses.
  • There Is No Kill Like Overkill: Max level Ranger (1125 Damage per shot) vs. Normal (4 HP). Guess which one wins.
  • True Final Boss: This is no longer available, but the Hidden Wave could only be reached when a team managed to speedrun Fallen Mode in under 1010 seconds, which translates to a maximum time of 16 minutes and 49 seconds.

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