u/mauzbauz

Do RTS and Tower Defense mechanics fundamentally conflict?

I recently spoke to an indie developer working on a game that combines RTS and Tower Defense mechanics, and it made me think about why this blend appears surprisingly rarely despite the historical overlap between both genres.

A lot of older RTS communities, especially around Warcraft III custom maps, naturally gravitated toward Tower Defense modes. In some ways, TD games simplified the macro-management and multitasking aspects of RTS games while still preserving strategic planning, positioning, and resource optimization. For many players, they became a more accessible form of strategy gaming.

Yet modern RTS/TD hybrids remain relatively uncommon, and I wonder if part of the reason is that both genres often demand opposite forms of player attention.

RTS games typically rely on:

  • multitasking
  • map awareness
  • active unit control
  • adapting quickly under pressure

Tower Defense games, meanwhile, tend to emphasize:

  • planning ahead
  • optimization
  • pattern recognition
  • slower decision-making

When combined, these design philosophies can either complement each other or completely undermine one another. If the RTS layer becomes too demanding, the TD aspect may feel secondary. But if the Tower Defense systems dominate, the RTS mechanics can end up feeling shallow or unnecessary.

What I find interesting is that many players still seem nostalgic for Warcraft III custom maps and older strategy communities, yet very few modern games successfully recreate that feeling.

So I’m curious:
Do RTS and Tower Defense fundamentally clash as genres, or do developers simply struggle to balance the pacing and player attention between them?

reddit.com
u/mauzbauz — 5 days ago

Are you (still) a TD or RTS fan? And would you play a game that combines both genres?

Hi everyone,

I interviewed a dev recently who told me about his upcoming game called Dawn Of Defense which is a mix of TD and RTS.

I still really love these two genres but it feels like there aren’t many modern games that truly capture the spirit of old Warcraft custom maps or StarCraft. The demo of Dawn Of Defense seems really promising so far although I'm unsure if the TD/RTS combination fully works.

What do you think - is mixing these genres a good idea? And are you (still) actively playing TD or RTS games today?

Happy to hear your thoughts!

reddit.com
u/mauzbauz — 6 days ago
▲ 11 r/gamedev

What makes a good Steam Demo?

Hi everyone,

I'm a games journalist and co-host of the indiedev and indiegame podcast openindie.

In our latest episode, we talked with an indie developer about Steam demos and what makes them effective.

One interesting point was that the dev wasn't fully sure yet how the demo should be structured once the game releases. Should it only include the beginning of the game? Should it feature mid-game content? One thing he strongly disliked though was time-locked demos.

What do you personally like or dislike about game demos? How should they be structured? I'm curious about your experiences.

As a gamer, I think that a demo is an absolute must! But I also think they need to be carefully designed. Simply cutting out the first i.e. 20 minutes of a game doesn’t always work. I prefer that the devs have a plan of what to show off.

In my view, a demo should:

  • be concise, especially the tutorial
  • keep story and dialogue short unless they are essential (the focus should lie on the gameplay)
  • not everything should be included, just the gameplay that stands out and/or is the core part of the game
  • be somewhat polished

Happy to hear your thoughts!

reddit.com
u/mauzbauz — 6 days ago