Hey everyone,
I recently started working on a solo game project called Ten Waves, and I wanted to share the idea while it’s still early enough that feedback can actually influence the game.
Ten Waves is a third-person action tower-defense game where the goal is exactly what the name suggests: survive ten increasingly difficult waves and defeat a boss on Wave 10.
The main idea that I want to experiment with is combining traditional tower-defense strategy with actually having a character physically present in the arena.
Instead of looking down at the entire map and placing towers wherever you want, you control a third-person character and have to move around the arena to build and manage your defenses.
You can only construct towers near your current location, so if one side of your defense is struggling, you actually have to run over there before you can reinforce it.
Building also doesn't pause the game, so during a wave you're making a choice between:
- Fighting enemies yourself
- Moving to another defensive position
- Building a new tower
- Upgrading your existing defenses
The player will eventually have a simple ranged weapon, but I want the towers to remain the main source of damage. The player is there to support the defense rather than turn the game into a normal third-person shooter.
For the first version, I'm deliberately keeping the scope small:
- 1 arena
- 1 enemy path
- 10 waves
- 5 tower types
- 3 standard enemy types
- 1 final boss
- Tower upgrades
- Building/selling during combat
- Roughly a 12–15 minute complete run
The current tower roles are:
Basic: cheap general-purpose damage
Cannon: slow AoE damage for groups
Frost: slows enemies but deals no damage
Sniper: long-range, high single-target damage
Support: buffs the fire rate of nearby towers
Enemy types are being designed around making those choices matter as well. For example, Swarm enemies should punish Sniper-heavy defenses, while Armored enemies should make relying entirely on Cannons a bad idea.
I'm building it in Unreal Engine 5.8.1, primarily with Blueprints, and my current goal is to spend about a month getting the first small playable version working and polished rather than immediately expanding the scope.
It's still extremely early, so a lot of it is cubes, capsules, placeholder assets, and systems being built from scratch.
I'd particularly like feedback on the core concept:
Does having to physically move around the arena to build defenses sound interesting, or does it sound like it could become annoying?
Would you want the player's combat abilities to stay relatively weak compared to the towers, or would you want the player character to have a larger role in combat?
And generally, what would you want to see from a third-person tower-defense game like this?
I'm planning on posting progress as I build it, including the things that go wrong along the way.
Any feedback, criticism, or ideas are welcome.