- 01Read resistances
- 02Choose damage types
- 03Inspect effective damage
- 04Fill a matchup gap
Armor and damage counters
Enemies resist specific damage types, so a defense must cover different matchups.
The player's decision
Upgrade raw damage or add a tower that counters the next wave?
Original scenario
Original: shell creatures resist arrows and mist creatures resist spells; mixed waves defeat one-tower solutions.
Start with this prototype
Build two towers, two enemy types and three fixed waves. Preview a damage matrix and explain reductions on hit; defend with limited coins and retry a new build.
Change one variable
Vary resistance without making a wrong type useless when switching is impossible.
What to observe in a playtest
Distinguish immunity from resistance; verify an affordable mixed-wave solution.
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Indistinct colors and hidden waves punish missing information.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Kingdom Rush Battles
Official guidance explains tower choices through physical armor and magic resistance.
- Dungeon Defenders
A developer fix stops homing attacks selecting same-element immune targets, linking targeting to damage type.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build two towers, two enemy types and three fixed waves. Preview a damage matrix and explain reductions on hit; defend with limited coins and retry a new build.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.