- 01Read remaining threats
- 02Compare bonus and pressure
- 03Call early or wait
- 04Observe base health under overlap
Calling a wave early
Calling the next wave early earns a reward or saves time but overlaps threats. Its value depends on remaining pressure and processing capacity.
Play the lab
An original teaching experiment. Parameters explain a tradeoff and do not reproduce the referenced games.
The player's decision
Take the bonus now or clear part of the current wave before accepting overlap?
Original scenario
Original lab: two waves of eight, base health seven and power two. Calling immediately for +1 loses; waiting one step before calling survives. A +2 bonus changes the tradeoff.
Start with this prototype
Build two waves over at most eight steps. Attack first, then each surviving wave damages the base. Offer early call and +1/+2 power variants. Clear both with health remaining; show history and reset.
Change one variable
Vary only the bonus; compare immediate, one-step-late and normal calls by turns and remaining health.
What to observe in a playtest
Can a wave be called twice? Do cleared waves avoid damaging the base on the final step?
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
Repeated bonus claims invalidate the tradeoff. Trigger each wave once and stop progression after resolution.
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: Vengeance
Vengeance upgrades increase early-wave gold; this original lab substitutes immediate firepower.
- GemCraft: Frostborn Wrath
Enraging future waves trades stronger enemies for more experience, a related pressure-for-reward variant.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build two waves over at most eight steps. Attack first, then each surviving wave damages the base. Offer early call and +1/+2 power variants. Clear both with health remaining; show history and reset.
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.