How to build a maze in tower defence without wasting resources
Most tower defence games that let you shape the path punish players who build too fast. I used to plug every gap I saw and run out of money by wave three. There's a better way.
Start by mapping the longest route you can force enemies to take, then build towers where the path doubles back on itself. Those pinch points let one tower hit enemies twice, which is the closest thing to free damage in the genre.
Resist upgrading everything. A cheap slow tower placed at the entrance often does more than an expensive damage tower stuck mid-path. Slow the wave down first, then let your damage catch up.
Leave yourself an escape hatch. Keep a small gap you can seal in an emergency, so a surprise wave doesn't wipe your run before you react.
None of this is fancy, but sticking to it turned my losses into comfortable wins across several games, Ironhold Lanes included.
