Alejandro Melian · Game design
Prototype · playable in browser · one-handed

Gnome
Garden
Defense

Tower defence where the towers are crops. A gnome plants, waters and harvests while bugs march on the house — and every plant is both a weapon and part of the economy that pays for the next one.

01

Play it

Pick a tool, then tap a tile
Live build · runs in this pageOpen fullscreen ↗
02

Core loop

01
Plant
Sow crops on the tiles — each one is a weapon and a wage.
02
Defend
Bugs march on the house and the grown crops in their path fight them.
03
Harvest
Take the crop for income, losing the defence that stood there, and replant.
03

What it tests

The hypothesis

By fusing the economic and defensive systems into a single entity and filtering all board interactions through an avatar's cooldown economy, a tower defense game can transcend passive observation and become a continuous, high-stakes exercise in risk assessment.

The core questions

  • How can a tower defense game feel unique, and does a gardening-based, dual-purpose resource system make sense?
  • Does it feel rewarding to upgrade towers over time and subsequently harvest them for scaling currency?
  • Does exposing the balance mechanics through a custom plant editor add value to the core gameplay experience?

Merging economy and defense

Traditional tower defense completely separates capital from defense. Intertwining them fundamentally rewrites standard retention loops, forcing engaging and agonizing choices.

The Harvesting Risk: Making the exact same plant serve as both the barrier and the currency means every build order is a gamble. Pulling an active defender out of the line to afford the next one transforms harvesting from a passive gain into an active vulnerability.

Time-Based Investment: Watering plants to raise their level adds a satisfying layer of friction. Harvesting a high-level plant yields a higher seed count, creating a constant tension between holding out for a larger economic payout and surviving the immediate enemy wave.

The avatar action economy

Introducing a single character to manage the board effectively dictates how the game scales by bottlenecking the player's physical output.

Strict UX Hierarchy: Because the Gnome is a single body tied to a cooldown, "what do I do this second" becomes the true engine of the game. The player must constantly evaluate an active flowchart of priorities—water, harvest, plant, or clear tile-eating weeds—ensuring they remain mechanically engaged rather than just watching a finalized defense do the work.

System flowcharts and customization

Allowing players to create their own plants tackles the problem of game balance from an unconventional, highly interactive angle.

The Blueprint Editor: Exposing parameters like cost, yield, and cooldown allows players to stress-test the math themselves. Building an overpowered unit and watching it shatter the wave curve makes the underlying system architecture legible, turning abstract balance conversations into concrete, sandbox experiments.

Harvest yield scales with plant level, which currently makes berry farms strictly better than defending early. Weeds spread on a global timer rather than in response to pressure, so they read as noise instead of consequence. And infected variants double enemy health while also spreading weeds — two punishments on one enemy, which is probably one too many.
Discipline
Systems design · economy · wave balancing
Target
Touch, one-handed
Built with
HTML5 canvas, vanilla JS
State
Playable test build with blueprint editor
04

Systems in the build

~/prototypes/gnome-garden-defense
Economy loop
  • Seeds pay for plants; harvesting plants returns seeds
  • Yield scales with the level the plant reached
Plants as towers
  • Projectile, burst, lobbed and slow action types
  • Water to level up — damage, range and cooldown improve
Threats
  • Fast, tank, snail and flying bug types, scaled per wave
  • Infected variants spread weeds that take tiles out of play
  • House has 10 HP — every leak counts
Blueprint editor
  • Author a plant: cost, yield, damage, range, cooldown, action
  • Custom plants join the toolbar for the next run