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Work  /  Case study

FibDefense: tower defense where the mathematics is the game

Towers refuse to overkill, so you have to build sequences that land on exactly zero.

SectorConsumer mobile games
EngagementAI App Development
TimelineBuilt and shipped to both mobile stores

A tower defense game built on one rule that changes everything: a tower will not fire if its shot would overkill. Damage values follow the Fibonacci sequence, so winning means arranging towers whose shots sum to exactly an enemy's health. Thirty-four hand-designed levels, on both mobile stores.

The situation

Tower defense is a crowded genre where most entries differ only in theme. The design problem was to find a rule that turns the familiar loop into an actual puzzle without needing a tutorial nobody reads, and then to hand-build enough levels around it to prove the idea holds up past the novelty.

What we built

The whole game comes out of one constraint. A tower only fires when its damage will not exceed what the enemy has left, so an approaching enemy is a number you have to hit exactly, using the towers you have placed and can afford. Because the damage values follow a sequence where each is the sum of the two before it, sequences chain in ways that reward planning and punish placing the biggest thing you can afford. Thirty-four levels were designed by hand rather than generated, because a puzzle with exactly one satisfying solution is not something you get by accident. It ships free with a single unlock, on both stores.

  • One rule that turns tower defense into arithmetic under pressure
  • Damage values that chain, rewarding planning over spending
  • 34 hand-designed levels, each with a real solution
  • Free to play with a single unlock, no subscription
  • Shipped on both mobile stores
Level select across the hand-designed campaign
Level select across the hand-designed campaign

Interface illustrations. Abstracted representations with placeholder content — never client data.

What changed

A genre staple turned into a puzzle game, with a rule a player understands in one round and is still working against thirty levels later.

34
Hand-designed levels

Designed, not generated

2
Stores

Both major mobile platforms

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