Vermin At The Venue: Back Alley Defense

About the Project

Inspiration

Vermin At The Venue began with a simple comedy-game question:

What if the biggest disaster at a comedy club was not happening on stage, but out back?

The game takes the familiar satisfaction of tower defense and gives it a playful comedy-club twist. Instead of castles, soldiers, or fantasy monsters, players defend a backstage entrance from waves of alley pests trying to sneak inside and ruin the night.

The tone is silly, visual, and easy to understand: keep the pests out, keep the crowd laughing, and keep the venue open.


What It Does

Vermin At The Venue is a lighthearted strategy game set behind a busy comedy club.

Players protect the club from chaotic waves of vermin using comedy-themed defenses and quick tactical decisions. The action is designed to be readable, fast, and satisfying, with each round asking players to react, adapt, and keep the show running.

At its heart, the game is about turning backstage chaos into tactical comedy.


How We Built It

We designed Vermin At The Venue around three core ideas:

Comedy as Combat

The comedy theme is built directly into the experience. The player’s tools are not serious weapons; they are ridiculous club props and slapstick devices that become surprisingly useful against the infestation.

The humor comes from seeing familiar comedy objects used in unexpected ways.

Readable Mobile Strategy

The game is designed for short, clear sessions where players can quickly understand the board, the danger, and their next decision.

Because tower defense games can become crowded, the visual design focuses on clarity first: simple paths, obvious threats, and satisfying feedback.

Build Narrow, Then Expand

The first version is intentionally focused. Rather than trying to build every feature at once, the goal is to prove that the core idea is fun, readable, and worth expanding.

Once the basic loop works, the world can grow with more locations, enemies, defenses, challenges, and progression.


Challenges We Ran Into

The biggest challenge was balancing comedy with clarity.

The game needs to feel funny and full of personality, but players still need to understand what is happening instantly. Too much visual noise can make the strategy harder to read, especially on mobile.

Another challenge was pacing. The game needs to start simple, then gradually introduce more pressure without overwhelming the player.

We also focused on making the comedy feel systemic rather than relying only on written jokes. The best moments come from the action itself: pests being stopped, delayed, redirected, or defeated by ridiculous comedy-club props.


Accomplishments That We’re Proud Of

We are proud of creating a tower defense concept that feels familiar but visually distinct.

Vermin At The Venue uses the satisfaction of strategic defense and escalating pressure, but reframes it through a comedy-club premise that is playful, memorable, and instantly understandable.

We are also proud of the game’s identity. The concept has a clear fantasy, a strong visual hook, and plenty of room to grow without losing its central joke.

A tower defense game where the best weapon against chaos is a well-placed punchline.


What We Learned

We learned that a funny premise still needs clean game design.

Comedy can attract attention, but the player experience has to be clear, fair, and satisfying. Players should understand why they won, why they lost, and what they want to try differently next time.

We also learned that scope discipline makes the concept stronger. The long-term vision can be broad, but the first version only needs to prove one thing:

Defending the venue is fun.


What’s Next for Vermin At The Venue

The next step is to build a focused prototype that proves the basic defense experience.

The prototype will focus on a single comedy-club setting, simple enemy waves, clear player choices, responsive controls, and a mobile-first interface.

After that, Vermin At The Venue can expand with new pests, new comedy-themed defenses, additional venues, progression systems, special challenges, and larger modes.

At its heart, Vermin At The Venue is about turning alley chaos into tactical comedy.

Every wave is a chance to improvise, adapt, and keep the show running.

Built With

  • adobe-illustrator
  • game-design
  • google
  • level-design
  • mobile-first-ux
  • photoshop
  • player-journey-mapping
  • powerpoint
  • production-planning
  • resource-economy-design
  • strategy-game-design
  • systems-design
  • tower-defense-design
  • ui-wireframing
  • visual-concept-development
  • wave-design
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