10 Seconds Defense by oda
Defend your heart from the attackers that appears every 10 seconds!
Use your orbs to build towers that fire every 10 seconds.
And guess what? Orbs appears every 10 seconds too!
Use arrows to move the cursor.
Press 🅾️ (Z or C), ❎ (X) on an orb to collect it, on an empty space to build a tower, or on a tower to upgrade it (costs 2 orbs)

| HTML5 (playable + sources) | https://oda.itch.io/10-seconds-defense |
| Original URL | https://ldjam.com/events/ludum-dare/51/10-seconds-defense |
Ratings
| Overall | 288th | 3.325⭐ | 22🧑⚖️ |
| Fun | 284th | 3.225⭐ | 22🧑⚖️ |
| Innovation | 281th | 3.2⭐ | 22🧑⚖️ |
| Theme | 193th | 3.7⭐ | 22🧑⚖️ |
| Graphics | 292th | 3.3⭐ | 22🧑⚖️ |
| Audio | 289th | 2.944⭐ | 20🧑⚖️ |
| Humor | 332th | 2.038⭐ | 15🧑⚖️ |
| Mood | 353th | 2.853⭐ | 19🧑⚖️ |
| Given | 30🗳️ | 3🗨️ |
EDIT: I think I understand the towers better now - they fire every ten seconds so I have to plan ahead for where the enemies might be. Also, making the level randomly generated is a nice touch!
Yes you undertand it well, towers are firing every 10 second after you build it, so you have to anticipate where the enemies will be in 10 seconds, and also time tower placement depending on nerby towers timing.
But overall the game is very difficult on purpose. Even if in theory you can kill all enemies (there is only one more enemy each wave, and you can place a new tower every 10 seconds) it's almost impossible to destroy them all after wave 4 or 5.
And it's impossible to destoy all enemies after your first tower upgrade since it costs 2 orbs but only kill one more enemy.
It's hard to figure out perfect strategy since tower shoots every 10 seconds while enemies could be anywhere. But I like the randomized maps, it's a nice addition.
I feel like it's always worse to upgrade towers instead of building a new one? And then you can't keep up with the enemies once you have to start upgrading towers? Still, it was really satisying to have a fully-upgraded tower blasting enemies rapid-fire from across the map.
You made it really intuitive when the towers were ready to fire/on cooldown, and I think for the low resolution, readability is important so you handled that nicely. Fun game, nice work!
Since you get an orb five seconds before each wave on ennemies and upgrading gives you 0.5 kill/orb (instead of 1 kill/orb for building) it become impossible to kill all attackers when you start upgrading. But sometimes, mainly depending of the generated path it can be more efficient to upgrade a tower than to build a badly timed tower...