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Levelwick guide

How to make a tower defense game with AI

Build a working tower defense game with an AI game maker or chat assistant: a step-by-step prompt sequence, balance tips and fixes for common bugs.

Steps

  1. Define the path first. Write the enemy route as a fixed list of waypoints or a straight lane. Ask for the path to be drawn clearly and for enemies to follow it exactly.
  2. Ask for one tower and one enemy. Generate the smallest playable version: one tower type with a visible range, one enemy type, coins, lives and a Start Wave button.
  3. Check the core loop. Place towers, start a wave, and confirm towers shoot, enemies die, coins arrive and lives drop when enemies reach the end.
  4. Add tower variety. Add two more towers with distinct jobs, such as a slowing tower and an area-damage tower, each with a clear price.
  5. Script the waves. Ask for a wave list that adds enemies and speed gradually, with a tougher enemy type introduced mid-game and a boss at the end.
  6. Add feedback and polish. Request hit effects, floating coin text, a pause button, and sell/upgrade options for placed towers.

Why tower defense suits AI game makers

Tower defense has a small set of moving parts: a path, enemies that follow it, towers that target enemies in range, and an economy. Each part can be described in a sentence or two, which is exactly what AI game makers and chat assistants handle best. The hard part is not the code; it's the balance, and you can tune that yourself with a few targeted follow-ups.

Start with a fixed path

The most common failure is enemies wandering off the road or walking through scenery. Avoid it by describing the route precisely:

  • A straight lane ("goblins walk from the right edge to the castle on the left"), or
  • A list of waypoints ("the path goes from the left edge to (200,100), then (200,300), then the right edge").

If you want players to build mazes, say so and name the method: "enemies follow the shortest path, recalculated with breadth-first search; refuse a placement that would block the path."

Keep the first version small

Your first prompt should include one tower, one enemy, coins, lives and a Start Wave button. A good first prompt looks like:

Make a one-screen tower defense game. Slugs follow a winding path of 6 waypoints. Click a grass tile to place a Pea Shooter for 25 coins. Start with 100 coins, slugs give 5 coins, 10 lives. Show coins, lives and the wave number, and a Start Wave button. Draw everything with simple shapes.

Play it. Does the tower fire? Do coins go up? Does a slug reaching the end cost a life? Only when that works should you add more.

Give every tower one job

Three towers with distinct roles beat eight similar ones. A classic set is single-target damage, area damage and slowing. Put the price and effect in your prompt so the AI doesn't invent numbers you'll have to undo.

Design the difficulty, don't hope for it

Ask for a wave list: an array where each wave says which enemies come, how many, and how fast. Rising enemy health by 10 to 15 percent per wave is a reasonable starting point to test, then adjust by feel. Add a calm wave after every hard one; players appreciate a breath.

Common bugs and the fix prompts

  • Towers shoot at enemies that are already dead: "When an enemy is removed, clear it from every tower's target and from in-flight projectiles."
  • Enemies bunch into one dot: "Space enemies at least 30 px apart along the path when they spawn."
  • Game gets slow in late waves: "Remove projectiles that miss or leave the screen, and reuse objects with a pool."

Polish last

Once the loop and balance feel right, add juice: hit flashes, floating "+5" coin text, a small shake when a life is lost, and a range circle when a tower is selected. These make a big difference to how finished the game feels.

FAQ

How many towers should my first version have?

One. Confirm the core loop works, then add a second and third tower with clearly different roles.

Why do enemies walk off the path?

Usually because the path wasn't defined precisely. Describe it as waypoints or a grid, and ask enemies to move from waypoint to waypoint.

How do I make it harder without making it unfair?

Raise enemy count, health and speed gradually through a wave list, and introduce new enemy types one at a time with a tower that counters them.

Can I use my own tower drawings?

Yes. Upload clean images with transparent backgrounds if your tool supports uploads, and make sure you own or have permission to use them.

Browse the free prompts

Levelwick Pro

Ship a whole game, not just a first draft

30 fill-in master templates with worked examples, 12 multi-step build recipes (what to prompt, what to check after each step, and the fix prompt when it breaks), 40 bug-fix prompts by symptom, 20 art-direction briefs with upload tips, and a game-design + launch checklist. Markdown files, instant download.

One-time $12. Use and adapt the prompts in your own games, commercial ones included. 14-day fix-or-refund if it doesn't work as described. Secure checkout by Stripe.

Free sampler

T01 · Path defense master template (template)

Use it for: classic tower defense with a fixed route and placed towers. The most reliable starting point for the genre.

Variables

VariableWhat to writeExample
{{theme}}Setting in a few wordsbackyard garden
{{enemy}}Who walks the pathslugs
{{base}}What the player protectsthe garden gate
{{waypoints}}Path as a waypoint description6 waypoints snaking left to right
{{tower_1..3}}Name, price, rolePea Shooter, 25, single target
{{start_money}} / {{reward}}Economy100 / 5
{{lives}} / {{waves}}Lose and win conditions10 / 12
{{palette}}Visual styleflat bright greens and browns

Master prompt

Make a one-screen 2D tower defense game set in a {{theme}}.
PATH: {{enemy}} walk a fixed path through {{waypoints}} to {{base}}. Draw the path clearly. Enemies move from waypoint to waypoint and never leave the path.
BUILDING: The player clicks or taps an empty build tile beside the path to open a small menu of towers:
- {{tower_1}}
- {{tower_2}}
- {{tower_3}}
Greyed-out buttons when unaffordable. Tapping a built tower shows its range circle and a Sell button (refund 50%).
ECONOMY: Start with {{start_money}} coins. Each enemy defeated gives {{reward}} coins with a floating "+{{reward}}".
WIN/LOSE: {{base}} has {{lives}} lives; each enemy that reaches it costs 1. Survive {{waves}} waves to win.
WAVES: Waves start with a Start Wave button. Use a wave list: each wave adds enemies and +10% enemy health; every 4th wave adds a faster enemy type; the last wave has a boss with a health bar.
FEEDBACK: Enemies flash white when hit, pop into particles when defeated, and the screen shakes briefly when a life is lost.
HUD: coins, lives and wave number at the top; Start Wave and Pause buttons.
STYLE: {{palette}}, simple shapes drawn in code, no external images.
CONSTRAINTS: one HTML file, works with mouse and touch, all movement based on elapsed time, Restart button on the win and lose screens.

Worked example

Make a one-screen 2D tower defense game set in a backyard garden. PATH: slugs walk a fixed path through 6 waypoints snaking from the left edge to the garden gate on the right… Towers: Sprinkler, 10 coins, slows enemies 40% in range; Pea Shooter, 25 coins, single target; Bee Hive, 40 coins, small area damage. Start with 100 coins, 5 per slug. 10 lives, 12 waves. Flat bright greens and browns…

After the first generation, check: enemies stay on the path; towers only fire within the drawn range; selling refunds the right amount; the boss appears on the last wave.

Strong follow-ups

  • "Add a 2x speed button. Don't change anything else."
  • "Add upgrades: tap a tower to upgrade to level 2 (+50% damage) for 1.5x its price."
T13 · Classroom quiz engine template (template)

Use it for: any subject quiz you'll reuse with new questions every week.

Variables

VariableExample
{{subject}}Year 6 science: forces
{{questions}}your list, pasted in the format below
{{timer}}20 seconds, or "no timer"
{{teams}}2 to 4 teams, or "single player"
{{reward}}a star burst and a "Great thinking!" message

Master prompt

Make a quiz game for {{subject}}.
DATA: put all questions in an editable array at the very top of the code, clearly labelled QUESTIONS. Each item: question, four answers, index of the correct answer, optional explanation. Use exactly these questions:
{{questions}}
FLOW: shuffle questions and answer order; never repeat within a game. One question at a time with four large buttons (keys 1-4 also work).
TIMER: {{timer}}.
TEAMS: {{teams}}. If teams: show whose turn it is; correct = +10 to that team; turns rotate each question.
FEEDBACK: correct: {{reward}}. Wrong or timeout: chosen answer red, correct answer green, explanation shown for 3 seconds.
END: scoreboard, list of missed questions with correct answers, Play Again.
DESIGN: high contrast, at least 28 px answer text, readable on a projector and a phone.
CONSTRAINTS: one HTML file, works offline, no external fonts or images.

Question format to paste

Q: What force pulls objects toward Earth? | Friction | Gravity* | Magnetism | Air resistance | Gravity pulls everything with mass toward the Earth's centre.

(An asterisk marks the correct answer; the last field is the explanation.)

Check: the asterisk is removed from displayed text; explanations show for wrong answers only; teams rotate correctly after a timeout.

Ship a tower defense in 6 prompts · Step 1 of 6 (recipe-step)
Make a one-screen 2D tower defense game. Cartoon beetles walk a fixed path of 6 waypoints from the left edge to a tree stump on the right. The player clicks or taps a grass tile to place a Leaf Turret for 25 coins; it shoots the nearest beetle within 120 px once per second. Start with 100 coins; each beetle gives 5 coins. The stump has 10 lives; each beetle reaching it costs 1. A Start Wave button sends 8 beetles. Show coins, lives and wave at the top. Shapes drawn in code, flat greens and browns. Restart button on game over.

Check after:

  • Beetles follow the path exactly and never cut corners through grass.
  • Turrets can't be placed on the path or on top of each other.
  • Coins rise on each defeat; lives drop when a beetle reaches the stump.

If it breaks:

  • *Beetles leave the path:* "Move enemies from waypoint to waypoint in a straight line at constant speed; when within 2 px of a waypoint, snap to it and target the next one. Don't change anything else."
  • *Towers placed on the path:* "Mark path tiles as unbuildable using a grid; highlight buildable tiles on hover in green and unbuildable in red."
A cozy farm in 8 prompts · Step 1 of 8 (recipe-step)
Make a cozy farming game with a 6x4 grid of soil plots. Tap a plot to cycle: till, plant, water. Seeds: Turnip (2 coins, 2 days), Carrot (5, 3 days), Pumpkin (12, 5 days), chosen from a seed bar. A Sleep button advances the day. Watered plots grow one stage per day (3 visible stages); unwatered plots don't grow. Tap a ripe plant to harvest into a basket. Start with 20 coins. Show coins and day.

Check: crops only grow when watered; watering resets each morning.

Checklist · Core loop (checklist)
  • [ ] I can describe the game in one sentence: the player does X to achieve Y while avoiding Z.
  • [ ] The main action is fun on its own for 30 seconds, before any upgrades or levels.
  • [ ] Every action gives an immediate visible result.
  • [ ] There's a reason to do the action again (score, progress, story, collection).
  • [ ] The game has a clear end state for a session (game over, level complete, day end) or a natural stopping point for idle/cozy games.
  • [ ] I removed features that don't support the core loop.
Fix prompt: "Remove [feature]. It doesn't support the core loop. Don't change anything else."
Checklist · Mobile and touch (checklist)
  • [ ] The game works with touch only, without hover.
  • [ ] Touch targets are at least 48-64 px, with space between them.
  • [ ] Multi-touch works (move and jump at once).
  • [ ] The page doesn't scroll, zoom or pull-to-refresh during play.
  • [ ] The game fits portrait and landscape, or clearly asks to rotate.
  • [ ] HUD stays clear of notches and rounded corners.
  • [ ] Audio starts after the first tap.

Works well with

Propwren Creator Asset Pack848 upload-ready images + 168 game audio files from our own packs, licensed for AI game makers. $19 once.Shipfern Web Game Starter KitTurn a prototype into a game you own: HTML5 template with levels, daily challenge, share cards, PWA, Stripe unlock, portal adapters. $49 once.Game asset packsTilesets, monsters, icons, VFX, UI, shaders, 3D and textures with live demos and free samplers.