About this game Tiny Garden Defense
Development notes
Breaking the one-tower answer
I balance with a test bot that plants on the cells covering the most path, over seeds 1–40. Under rules 2 sunflowers alone won all 40 while an even mix won 4, so rules 3 (2026-10-02) made the sunflower dearer and weaker and the other three cheaper and stronger. When beehives alone still won 26 of 40, rules 4 (2026-10-04) cut level-1 beehive damage from 24 to 20 and added two gardens.
Making the preview matter
Before rules 5 every wave came from one shared bag, so the preview never changed what you built. Themed waves keep the usual pest budget, and so the coins, and are balanced through health: brood and moth waves at 70%, swarms at 90%. Undo replaced the 30% resale loss on a mis-tap; it ends at the first shot, so it cannot earn anything. Afterwards the bot won 35 of 40 with an even mix, 38 reading the preview, none with sunflowers alone.
A round the server can replay
The browser sends only its actions (tick, build, upgrade, sell, call wave) and the server reruns the same rules file; one illegal action voids the record. The simulation uses only arithmetic and square roots, towers fire in cell order, and no random number is drawn inside a sort, since engines compare a different number of times. Old replays still run on their own tower values.
Updated: