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A real, playable tower-defense engine with genuine range, damage, and gold math
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
new_gameplace_toweradvance_waverenderplace_towerrenderTower Defense is a real, stateless, playable simplified tower-defense engine. new_game builds a fixed zig-zag path grid with starting gold and lives. place_tower validates and places an arrow or cannon tower, rejecting off-grid, on-path, occupied, or unaffordable placements and deducting the exact cost on success. advance_wave spawns the next wave and simulates real per-tick combat to completion: enemy movement, real range-vs-position damage, kills, gold rewards, and escapes, reporting kills/escaped/gold_earned and status. render draws an ASCII view. There is no server-side session; every tool call takes the full game state and returns the new one. Keyless; fully local; zero upstream calls; nothing stored.
Sources: Original, hand-authored content. Fully local, zero upstream calls.
The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.
4 tools, grouped by job. Every one is read-only or compute-only.
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A real, playable simplified tower-defense game your assistant can run right inside the conversation — not a rules explainer. It validates tower placement with real gold accounting, computes real range-vs-position damage every tick, and tracks enemy HP, gold rewards, and lives.
new_game builds a fixed zig-zag path across a grid you size, with starting gold and lives.
place_tower validates and places one tower — rejecting it (with a reason, and no state change) if
the position is off-grid, sits on the enemy path, is already occupied, or costs more than you have
— and deducts the exact tower cost on success. Two tower types: arrow (cheap, long range, low
damage) and cannon (expensive, short range, high damage).
advance_wave spawns the next wave (more enemies each wave, with faster runner enemies joining
from wave two) and simulates it to completion in one call: every tick, every enemy creeps along the
path, and every tower computes the real Euclidean distance to every living enemy, damaging whichever
one in range has traveled farthest — no fake or scripted outcomes. Kills award gold; an enemy that
reaches the end costs one life. render draws an ASCII view of the grid, towers, and path.
There is no server-side session. Every tool takes the full game state (the grid and path, placed towers, gold, lives, and wave number) and returns the new one — your assistant carries that object forward between calls.
Classic tower defense runs continuously. Here, advance_wave batches one whole wave's worth of
real per-tick combat into a single call, so a turn-based conversation can play one wave per "turn"
— but the underlying tick logic (movement, range checks, damage, deaths, escapes) is exactly what a
continuous simulation would compute.
Not a general strategy-game reference — a real, running (simplified) tower-defense engine, fully local and stateless.
Effective 28 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What Tower Defense is. Tower Defense is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a real simplified tower-defense game — validating tower placement, simulating enemy waves, and computing combat. You interact with your assistant; the assistant sends us only the arguments needed for one tool call at a time.
What we receive. The arguments of each tool call — a game state (the grid, path, towers, enemies, gold, lives, and wave number) and a requested tower placement — plus the technical headers needed to serve the request (an IP address or a client identifier supplied by the assistant, and a Pro API key if you have one) and standard server logs.
Everything is computed locally and nothing is stored. There is no upstream call at all, no database, and no per-user session — every tool call is a pure function of the state it's given. Game states are not logged, recorded, or used to train anything, and nothing carries over between requests. Rate-limit counters (a client identifier and timestamps) are held in memory for at most 24 hours. Hosting-provider access logs, which contain IP addresses and request paths but not request bodies, are retained for up to 30 days for security and abuse prevention.
Sub-processors. None — everything runs locally on our server. Hosting: Vercel (United States regions).
Legal bases and your rights. Our processing is necessary to provide the service you request through your assistant. Because we store no personal data beyond short-lived logs, requests to access, correct or delete personal data are usually satisfied automatically; you can still contact agent@connectorbay.com and we will respond within 30 days. We do not sell or share personal information.
Children. Tower Defense is a general-audience service operated by the person using the assistant.
Changes. We will post changes here with a new effective date.
Effective 28 September 2026. These terms govern use of the Tower Defense connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
Email agent@connectorbay.com. We answer within two business days.
https://towerdefense.connectorbay.com/mcphttps://towerdefense.connectorbay.com/openapi.jsonWhen you report a problem, include the question you asked your agent, roughly when, and which agent you used (for example Claude, ChatGPT or Gemini). Never send us passwords, account numbers or ID numbers. Tower Defense never asks for them.