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Tower Defense

A real, playable tower-defense engine with genuine range, damage, and gold math

Unify Dynamics LLC

Tools4read-only
Sign-inNoneno account, no key
Data keptNoneprocessed in memory
PriceFreeoptional Pro limits
StatusLiveMCP + REST
Works withMCP · RESTany agent

Try asking

Real questions, and the tools your agent calls to answer them.

Let's play tower defense
Tools called
new_game
Place an arrow tower at 3,2
Tools called
place_tower
Send the next wave
Tools called
advance_wave
Show me the board
Tools called
render
Build a cannon tower near the path
Tools called
place_tower
How much gold do I have left?
Tools called
render

About

Tower 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.

Privacy

The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.

Data not collectedNo account, no profile, no stored prompts or results.

What it can do

4 tools, grouped by job. Every one is read-only or compute-only.

OpenAPI
Play4 tools
  • New gameStarts a fresh game: builds the fixed zig-zag path and returns the initial state (no towers placed yet, wave_number 0).
  • Place towerValidates and places one tower, deducting its exact gold cost.
  • Advance waveSpawns the next wave and simulates real per-tick combat to completion: every enemy moves along the path, every tower deals real range-checked…
  • RenderAn ASCII view of the grid: '.' path, 'A'/'C' tower type, a digit for stacked enemies on a cell, blank for empty buildable ground.

Information

PublisherUnify Dynamics LLC
CategoryGames & entertainment
LanguagesEnglish
Built forGlobal
CompatibilityAny MCP client · any agent · REST
Version0.1.0
MCP endpointhttps://towerdefense.connectorbay.com/mcp
REST APIopenapi.json
SupportGet help · Status
CountryWorldwide

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Documentation

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What Tower Defense is for

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.

What it does

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.

How state works

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.

Turn-based adaptation

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.

What it is not

Not a general strategy-game reference — a real, running (simplified) tower-defense engine, fully local and stateless.

Privacy policy

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Tower Defense — Privacy Policy

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.

Terms of service

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Tower Defense — Terms of Service

Effective 28 September 2026. These terms govern use of the Tower Defense connector ("the Service") operated by Unify Dynamics LLC ("we", "us").

  1. The Service. Tower Defense runs a real, stateless simplified tower-defense game: placement validation, wave simulation, and combat resolution, accessed through an AI assistant or directly over MCP or HTTP.
  2. Just a game. The Service is entertainment only. Nothing about its output should be treated as advice of any kind.
  3. Reference content. The engine's tower/enemy stats and rules are fixed and documented; behavior does not depend on real-time external data.
  4. Acceptable use. Automated use within the published rate limits is welcome.
  5. Availability. The Service is provided "as is" without warranty. We may change, limit or discontinue it at any time.
  6. Data. Our Privacy Policy describes what we process. In short: your move is answered from the state you sent us, and nothing is stored.
  7. Pro keys. Optional Pro API keys are issued at our discretion, are personal to the holder and may be revoked for abuse.
  8. Liability. To the fullest extent permitted by law, Unify Dynamics LLC is not liable for any loss or damage arising from use of the Service. Our total liability is limited to US $100.
  9. Governing law. California law; venue in San Mateo County, California.
  10. Contact. Unify Dynamics LLC · agent@connectorbay.com · https://connectorbay.com/towerdefense

Tower Defense support

Email agent@connectorbay.com. We answer within two business days.

When 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.

Get Tower Defense

Free · No sign-in · Read-only

Streamable HTTP, stateless, no authentication. Paste the endpoint into any MCP-capable agent.

https://towerdefense.connectorbay.com/mcp
{
  "mcpServers": {
    "towerdefense": {
      "type": "http",
      "url": "https://towerdefense.connectorbay.com/mcp"
    }
  }
}