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Taking the fail state out of a tower defense is a bigger design change than it sounds. Once enemies can't hurt you the tension has to come from somewhere else entirely.

In the idle games that pull it off the pressure usually lands on opportunity cost. The thing that stings isn't losing. It's what you didn't upgrade this run.

Where did you put yours? That's the part I'd want to understand before I started clicking.

Basically, we have three main things here:

1. We have Bosses - this all goes to DPS. The boss and his horde come, and you have a set amount of time to kill them. If you didn't kill them, you can try later.

2. You can't upgrade all the Wizards (your friends) for one run. You have to choose one of two friends per room.

3. Prestige. Classics of incremental games. You have to restart the game with new features after you earn prestige points.

We're still developing some of this right now. But all of these features will be ready soon. Bosses are coming this week, for example