📡Starfall Command
Pick a commander, then hold sixty waves -- a boss every five.
How to play
Controls: Pick a commander (1/2/3), then click or tap a build slot to place the selected turret, or an existing one to upgrade it -- or right-click (long-press on touch) any slot to open a turret menu with every option for that slot at once. 1 selects the Blaster, 2 the Cannon, 3 the Machine Gunner, 4 the Heavy Sniper. Press U any time for your commander's upgrade shop. Left/Right arrow keys speed the whole game up or down (0.5x-3x) so you can slow down for tricky placement or fast-forward the calm waves.
Anywhere: P pause, R restart, Space starts a new run from the game-over screen.
A full tower-defence campaign along one lane, starting with a choice of three commanders: the Monkey (banana farms fund a steady trickle of passive income), the Robot (factories boost every turret's damage) or the Ace (an autonomous plane patrols the lane for free extra firepower). Each has its own 3-tier upgrade shop (press U) for more structure health plus a commander-specific bonus. There's a 'Start round' button on the overlay between waves so you decide when the next one begins -- no surprise starts. The HUD always shows your credits, the current wave out of 60, and a countdown to the next boss. Every enemy type is in play by wave 4: nimble Interceptors, armoured Haulers that shrug off nearly half of every hit, swarming fighters, and shielded Cruisers, on top of the regular Grunts. Waves are dense and enemy health keeps climbing right through wave 60 rather than levelling off past wave 30, so the last third of the campaign is the hardest part rather than a victory lap. Every 5th wave a Boss escorted by reinforcements pushes down the lane -- tougher, worth a big bounty, and it periodically calls in backup. Enemies that reach the end damage your commander's farms, factories or fuselage, whichever you picked. Earn credits by destroying ships and spend them on four turret archetypes: fast/cheap Blasters, slow/heavy splash-damage Cannons, the rapid-fire but light-hitting Machine Gunner, and the long-range, hard-hitting but slow-reloading Heavy Sniper -- then upgrade whichever ones are pulling their weight, either by tapping them directly or through the right-click turret menu. Lose all of your commander's structures and the campaign ends. Survive wave 60 and the campaign is won -- keep going afterward for pure high score against an enemy that never stops escalating.