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Triple Tower Defense

rated 3.66 / 5 stars
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Strategy - Tower Defense

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Credits & Info

Mar 9, 2012 | 4:39 PM EST

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Green Mastery 5 Points Get a level 5 green tower.
Blue Mastery 10 Points Get a level 5 blue tower.
Red Mastery 10 Points Get a level 5 red tower.
Yellow Mastery 25 Points Get a level 5 yellow tower.
Puzzle Mastery 50 Points Get level 5 of all towers.

Author Comments

Challenge yourself in this unique tower defense. Mixing both skill and strategy, how long can you survive?
NOTE: Sometime the highscores don't load and medals don't unlock. Try reloading the page until the highscores work. If it works, then the badges will unlock.
3/13/12 - added hot keys for discard and destroy, made towers do more damage.



Rated 4.5 / 5 stars

This game is pretty much like the Rubik Cube: simple idea, yet extremely challenging and entertaining. Brilliant. In terms of ideas, graphics and sounds, I have nothing to add. Overall it's just the kind of strategy game that I love.

If you are planning to keep up this excelent work (and I hope you do), there are some things you should fix, however. First of all: balance between towers. It takes the exact same amount of planning and strategy to make the red, the blue, the green and the yellow towers go to level 5. So even if they have different attacks, they should at least complete each other. In the end, we can see that the green tower isn't good. You can do great in the game using just the blue and the red. Keep it simple, sure; but add a "method to the madness". Don't make players give up on the awesome game aspects you come up with, people should be able to enjoy the full experience of your creation.

I also thought about making another level, maybe a bigger cenario with faster enemies. I also thought about bosses, but I'm not sure if this would fit the purpose of your idea to this game.

Well, I hope you find this useful somehow. Congratulations on your work so far, you did great!

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Rated 5 / 5 stars

Yeah, this game didnt load...BUT I played it on an other site, and loved it. I love everything except there was no money system. You get towers randomly and not the ones you want. I still loved it.

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Rated 3.5 / 5 stars

I decided to come back and crush this game after thinking about pattern options. Getting an all-time high score without juggling wasn't difficult once I understood how the game mechanics worked. (My fault for not reading the "How to" before.)

What SensitiveJerk said about lack of tower balance is definitely true. Green towers are by far the weakest- regardless of their level.

Two stars for a simple concept that had me thinking about it when I wasn't playing. One star for simple and clean graphics. Half a star for music (and lack of attack sounds) that didn't drive me nuts or give me a headache.

Minus two stars for either not living up to potential, or obscuring detail. By that I mean that there wasn't an explanation of the strengths/weaknesses of enemy units, there didn't seem to be any useful bonuses for clearing/sending waves as quickly as possible, and four tower mode didn't seem to provide any greatly increased challenge.

Good work. :)


Rated 4 / 5 stars

It's a good game, but there's a bit unbalancing when towers get upgraded, and that's all I could find wrong, really.

Green - Shoots faster, tiny bit of range increase... that's it. Worst tower to upgrade.
Red - Splash and range get much bigger. Slow, but packs a punch when blue towers bunch them up.
Blue - Chain damage increase, decent range. Also slows them! Best of the three.

Yellow (4th tower) - Area effect increase. Only around corners and in the middle is it very useful.

But yeah, the green tower is the ONLY tower that doesn't offer damage to multiple targets, and the damage increase is the worst among all. Add in the fact that they aren't 100% accurate, and the green tower suffers most of all.

Easiest and cheapest way to stay alive is to create two paths, one in an L pattern along the wall to the finish and the other as elaborate as possible. Just juggle by discarding and placing a tower at the end so the enemies just move back and forth, and it gives no penalty to scoring. To start off strong, try to make a level 4 blue tower (or 5 if you can).

Level 5 towers are amazingly difficult to make when the map starts filling up. To make a level 4 tower and up, you have to think ahead and can't box in the last piece in an L shape. I haven't tried making anything more than a level 5 tower, and I don't even know if it's possible.

PROTIP: if you can macro keys, do this: left click, d, left click. This will make you place (or select), destroy, and then place the next tower on display. It will let you cycle through towers until you get what you want as fast as possible.

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Rated 5 / 5 stars

First of all, I really enjoyed this game. I enjoy free-mazing, if that's even a real term, rather than having a forced path. When you combine that with the challenge of planning to create better towers, it becomes a truly strategic game.

Now, a lot of people are talking about how easy it is to juggle. I noticed, at least on the armorgames version, that there's a small price for removing a tower, as with discarding. That's effective for the first few levels, but not beyond that. So rather than trying to prevent people from juggling, I would recommend making the enemies get stronger faster. That way juggling becomes pretty much essential. Because really, that's what it boils down to in the end. There's a finite amount of time that a maze that doesn't juggle can last. At least make it so that a player can't last til level 100 easily juggling.

Basically, make the enemies grow stronger more quickly. Otherwise, great game.

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