A tower-defense, renamed
Overserved is an AI-themed tower defense. Place AI products along the path, serve incoming users the answers they want, and convert them before they walk out unsatisfied. Seven markets, each with its own lens that rewrites what a "good answer" even means.
How it plays
Towers are AI products. A "hit" is a served answer; fill a user’s patience and they CONVERT into money instead of leaking out the exit.
Every user weights Smarts / Privacy / Vibe differently, and each country’s lens bends those weights. The right answer converts in a few hits; the wrong one leaks.
Cheap generalists, premium AoE blasters, cleanse, cooling, compute, boost auras — the late worlds punish one-tower-spam and reward a composed board.
Seven markets
China’s firewall censors your cheap answers. Europe’s red tape demands privacy. The Rogue realm throws tank-walls at you. Same towers, completely different puzzles.
USA
Europe
China
Africa
Earth
Space
RogueBuilt in public
My difficulty knobs were noise — a good player just bought past them. So I nearly tripled enemy health, then handed level design to a headless bot that grows each wave to the exact edge where it barely survives. 140 levels, tuned by playing them.
I profiled my tower-defense expecting the towers and enemies to be the expensive part. They weren't. The frame budget was going to the HUD redrawing itself sixty times a second — and one Phaser method that re-renders even when nothing changed.
Every tower-defense enemy threatens the same thing: your life total. So I built four that don't — a saboteur for each resource you actually juggle (towers, cash, compute, tempo). Then I tried to make them 3D, and image-to-3D taught me two rules the hard way.