Tower placement basics most people get wrong
If you've ever lost a tower defence level and sworn the game was broken, it probably wasn't. More often it's placement. I've played enough of these to spot the same mistakes over and over, including my own.
The first rule is range over raw power. A medium tower that covers two sections of the path beats a monster that only reaches one. Look at where the path doubles back on itself — that's where you want overlapping coverage.
Chokepoints are your best friend. If a map funnels enemies through a narrow gap, that's where slowing towers earn their keep. Stack a slow effect with high damage and you turn a corridor into a meat grinder.
The mistake almost everyone makes early is spending everything at once. Hold a little back. Being able to drop one emergency tower when a wave surprises you saves more runs than any perfect opening layout.
Finally, re-read the enemy types. Flying units ignore your ground maze completely, and nothing feels worse than a flawless layout that can't touch half the enemies.
