Inspiration
I've always liked lane defense, Plants vs. Zombies most of all, but I kept wishing the board did more than sit there while you drop units onto it. So the starting idea was simple: what if you got to build the battlefield too, replow it every day, and then defend the thing you made. The farmer-vs-UFO skin came from wanting something warmer than the usual zombies, and I'm a sucker for old 1950s drive-in sci-fi, so "Plan 9 over the pumpkin patch" basically wrote itself. I'd also spent a good while researching tower defense already, so it was the genre I actually knew.
What it does
Defend the Farm is a mobile lane tower-defense (landscape) where you play a farmer protecting the homestead from nightly UFO raids. Each day is a 45-second setup phase where you plow furrows, dig ditches, and move fences to bend where the aliens walk, plus the usual water, feed, harvest, and repair. Then night falls and you defend the layout you just made, using two kinds of unit: rooted plants that hold a lane, and farm animals that move around and cover gaps. The Shielded aliens are the whole point of having both. They ignore a plant's head-on fire, so you either flank one with an animal or reroute it through your dirt until something can hit its side. This entry is the pre-production package for it, four documents: a game design doc, a player journey map, a visual concept package, and a production plan.
How we built it
It's a design submission, so "built" mostly means written and drawn, not coded. I locked the core loop first and worked out the balance math behind it (effective DPS, counter multipliers, raid HP budgets) so difficulty climbs through the enemy mix instead of just inflating stats. From there I built the B-movie visual identity, a warm day palette and a cold night one, vector UI mockups, and a roster of concept art generated with a local Stable Diffusion pipeline.
Challenges we ran into
On the design side, the tricky part was keeping the maze from having one obviously-best layout, which is where the Scout Mothership and a no-seal rule (you can never fully wall off the house) came in. And free-form plowing could get fiddly on a touchscreen, so the plan keeps a tap-to-place fallback in its back pocket.
Accomplishments that we're proud of
Mostly that the plow-the-lanes hook holds up. The board being half your defense gives the genre somewhere new to go without throwing out what makes lane TD readable in the first place. I like that the Shielded miniboss makes a real moment the first time your peashooters bounce off one and you realize why there are two kinds of unit at all. And the deterministic Scout Mothership turned into a nice little mind-game, since it always hits your cleanest lane, so you can keep one spotless on purpose and bait its elite column straight into a kill-box.
What we learned
That designing a whole game on paper is its own thing, closer to product thinking than to drawing levels. You spend most of the time convincing somebody (and yourself) that the loop actually holds together and that every number has a reason behind it.
What's next for Defend the Farm
If it gets built, the production plan lays out an eight-week vertical slice. From there the obvious next steps are the full twelve-defender roster, farm-specific raiders that go after your crops and tunnel under your plants, and a smarter mothership that reads your whole setup instead of just last night's cleanest lane. There's also a louder version down the road with abduction stakes, where the aliens can actually carry off your animals and crops, but that one waits until the core is locked. For now it's just a design.. one I'd genuinely want to build out.
Built With
- n/a



Log in or sign up for Devpost to join the conversation.