HealTD incremental — Tower Defense, but instead of destroying your enemies with your towers, you power-up your warriors! Build towers, buy upgrades, and create a labyrinth that your warriors won’t be able to escape from weak! 


The leveling tree, tower upgrades, and fighter specialization — all of this is aimed at becoming the strongest before the battle.


The game features a level system and a multiplayer mode where you can fight against other players!

Reference

Commanders TD by Diaster

Assets


Publishing inquiries

We’re open to discussing publishing opportunities for HealTD Incremental

Contact: indalamarlabs@gmail.com

Development log

Comments

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I had a sound bug where the sound got stucked in a very disgusting sound

Great concept, though it being too easy makes it kind of boring after several maps already. More options for challenges right away would be great.

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So, I’ve done some strategy refining and I am pretty sure the opponents can’t buy towers during the play phase, which is a huge issue. When you cut off a route mid-fight, that forces the units to backtrack through your maze and take an alternate route. This can effectively double the output of the central section of your map (warriors track from their current position so doing more than this will be very hard), which is a huge player-only power boost, especially for aura towers. I haven’t actually done much grinding with it, because the tower selling system has to be used extensively between rounds and that is boring on account of being slow, but I am pretty sure the AI doesn’t keep up

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Great game. Had a lot of fun optimizing my build order in multiplayer until none of the existing replay ghosts stood a chance of beating me (though there was still one person who had higher rating than me by the time I got tired of it).

Because some of the income + exp is dependent on battle performance, I imagine replay ghosts perform worse than the original player did by a substantial margin, because they're unable to hit power spikes at the same time as they did originally. Furthermore, I found that one powerful strategy was to use gold miners to get a lot of money during the maze phase, then finish out your maze with chaos towers before your dudes get there, then sell the chaos towers at the beginning of the next prep phase for the full refund so you can bankroll more gold miners. It's unclear to me how, if at all, the replays replicate that behavior. I've mixed feelings about whether such a strategy should be possible at all (it was fun here but would it be fun in a more competitive environment?), but I imagine it makes asynchronous multiplayer too player-favored if the replay isn't able to do it as well since it's so powerful to get an economic boost from miners and still maintain tempo with chaos towers, when it's already (possibly?) a bit player-favored due to the fact that replays can't adapt their build orders if they're winning or losing combats, as mentioned earlier.

One thing that seemed a little odd to me was the sell prices for towers that were not the one you most recently placed: if I buy a frost tower for 9 at the beginning of the game, then a bunch more frost towers until they cost 20 each, if I go back to sell my first frost tower, it'll sell for 9, and the price for another frost tower will go to 19. No actual money is lost if I were to sell every frost tower I had, but if I don't, I have slightly more money tied up in frost towers when I start building more. So, to be optimal, I need to either hunt down the frost tower that I bought most recently to sell first (which could get messy if I'm swapping around towers) or just sell all my frost towers just to be safe. Ideally, the towers should always sell for the current "surcharged" price, no matter how recently it was bought.

I won't comment on balance much because I don't think I've experimented enough to be an expert, but I noticed that spellbreakers, fire mages, and to a lesser extent defenders seemed to stand out the most in combat. 

Had a couple issues with the UI and display:

  • I couldn't see my opponents' squad composition outside of battle unless I hovered over each individual unit, where it would display the unit's portrait but named "CREATURE_". 
  • If I ever tried to look at my opponents' boards during combat, I couldn't figure out how to go back to looking at combat, so I just had to wait until combat finished.
  • When looking at opponents' boards, it seems like its slightly more zoomed in compared to the view of my own board? Very minor issue and possibly a stylistic choice, I suppose, but it looked like the opponent's board didn't quite fit onto the screen.
  • At one point during the campaign, I clicked to look at an opponent's board and then the game softlocked until I refreshed the browser. I can't remember exactly why - I think a dialogue box or the results screen popped up at the same time? Sorry for not having a detailed report for this one. -edit, it happened again when I clicked to look at the opponent's board when the battle results screen appeared at the same time.

Lastly, a QoL suggestion: please make it easier to upgrade/sell towers. Placing 30 towers is 1 click per tower; upgrading/selling 30 towers takes 2-3 clicks each. Maybe add a hotkey, or let me place down upgraded towers directly, or add a "demolish" tool to mass deconstruct?

Looking forward to future updates/releases. I particularly enjoyed the varied maps in the campaign missions, and hope to see more of those.

whatever i do i can't beat demon 1v1

How far have you upgraded your skill tree? Those upgrades make a huge difference in this fight. Also, a little tip: Fire Mages with upgraded Wildfire and Meteor are pretty OP 😄

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I like it. Something different for a change. Also the multiplayer was a thing i thought about and then it appears the next stage. With some work, this could be the next great multiplayer autobattler. Keep it up.

Thanks, glad you’re enjoying it. We’re excited to see how far we can take the multiplayer.

I'm not sure if it's really multiplayer. I tested to press start as soon as possible and i was never at the goal first. Even if i had o towers while everyone else had frost ones. Speed was also on3x and idk setting speed makes no sense in a real multiplayer.

Online multiplayer unlocks after completing stage 3 and is asynchronous: you compete against recorded runs from other players, with bots filling empty slots when needed.

Each match runs locally, so the speed setting affects everyone in that match. Pressing start begins the round for all sides together, so starting sooner doesn’t give you a head start over other players

The multiplayer is interesting. Replays will be weird because if you get past where a player won they will presumably just stop buying stuff, but that should be fine for now. More concerning is that my purchasing decisions are often made in clumps, so a replay where I had 1200 gold so I plopped an aura tower and levelled it up and only then built the surrounding chaos towers and only after that the wall means on an ordinary playthrough when the replay gets to that point it will sit upgrading an aura tower that does nothing for a long, long time.

Good point, thanks for bringing this up! It’s an interesting problem to solve. We’ll give it some thought

This thing's GREAT!  Thank you!

Thank you so much! Really glad you’re enjoying it 😊 If you have a moment, I’d really appreciate a rating too. It helps a lot!

When in the torurial and haveing a tower selected, when you try and skip the text you also place towers down

Thanks for the report! I’ll look into this issue as soon as possible and get back to you <3

Good catch! The fix is live now, thanks for reporting it

Feature request: add the option to build on top of another building, I want to reorganize my towers and I find myself selling and swapping them around. Great game though!

Do you mean you’d like to move existing towers or swap their positions without having to sell and rebuild them? Thanks!

selecting a new tower from the bottom UI and placing it on top of an already existing tower, sell the old tower, build the new one. That would be the order I imagine it should work. And yeah, moving the towers could also be really useful here, something like: right click to pick it up -> attached to mouse position -> release mouse  -> place tower if tile available/ return tower to old position if tile invalid/ swap position if tile is another tower. I rambled too much here, I hope it makes sense.

That makes sense

I’ll talk to our game designer about implementing these ideas. Thanks for the detailed explanation and the kind words about the game

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Just released an update with these features

https://0xindalamar.itch.io/healtd-incremental/devlog/1670037/better-tower-contr...

Thanks again for the ideas! Let us know how the new controls feel in your next run

Very good game!

Thank you! Glad you’re enjoying the game 😊

Amazing!

Thanks, Aiterion <3

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Nice gameplay so far, I think I encountered a bug where the game froze when I am viewing my hometown screen (where you place the towers) during the battle phase at the end of the battle. Reloading the page seems to solve the issue.

Not able to replay a level (at least for the dueling stages) is quite a shame tho.

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Thanks for reporting this, and glad you’re enjoying the game! Sorry about the freeze, we’ll fix it right away and upload a new build

We included a fix for the battle freeze in the previous build, so your browser may still have been running an older version. Please reload the page to get the latest update, which also lets you replay completed stages, including duels. Let us know if the freeze happens again

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Great game! It reminds me of a custom warcraft 3 map 'PyroTD'. I wouldn't be surprised if that was an inspiration. I always wanted to play a standalone game of that style. This captures that gameplay very authentically and is awesome to see it done in a 4 player free-for-all setting.

The multiplayer is very interesting, I appreciate the work that was put into to make an 'offline' version using replays. Such a fantastic innovation to make this game feel expansive before it hopefully gets big enough for online multiplayer.

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Thank you for the kind review! We were inspired by Commanders TD, a custom Warcraft 3 map.

Oh that's awesome! It looks like Commanders TD was also based on Pyro TD. We need more good games in this genre, so thank you to your team for continuing to develop this game.

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Very fun game, so many numbers go up

🥰🥰🥰

Sad that I can't replay the levels after beating them fully. Now all I can do is multiplayer, meaning I will never unlock 100% achievements.

I will talk with a team, about it! Thanks for your review <3

We’ll fix it as soon as possible, hopefully today.

The update is live! You can now replay completed stages, including duels, and earn combat and building achievements in multiplayer. Please reload the page to get the latest build