- 01Read enemy differences
- 02Set priority
- 03Observe selected targets
- 04Adjust from leaks
Target priorities
Automatic attacks choose among valid targets by priority. Closest to exit, strongest or weakest targets produce different kill orders, making configuration tactical.
The player's decision
Stop the small enemy near the exit or focus on the tougher threat behind it?
Original scenario
Original setup: a slow cannon faces a one-health runner and an eight-health slow enemy. Strongest-first leaks the runner; exit-first delays the larger threat.
Start with this prototype
Build one path, one tower and two enemy types. Toggle exit-distance or health priority and show the selected target/reason. Stop one fixed wave and retry; omit extra towers and critical-hit randomness.
Change one variable
Vary fire rate to locate where priority stops affecting outcomes.
What to observe in a playtest
Does the next shot use the new rule? Can dead or escaped targets absorb invalid attacks?
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
Ties need stable ordering to avoid target jitter. Define whether fired projectiles can retarget.
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.
- Bloons TD 6
Developer fixes specify Strong priority ordering for fortified blimps.
- GemCraft Labyrinth
The update adds nearest-to-orb targeting and defines priority inheritance when combining gems.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build one path, one tower and two enemy types. Toggle exit-distance or health priority and show the selected target/reason. Stop one fixed wave and retry; omit extra towers and critical-hit randomness.
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.