What this is

Procedural top-down tower defense. A 1-2 tile path snakes through a 20×20 grid from spawn to exit, generated by weighted random walk biased toward the goal. Off-path terrain has buildable green tiles + obstacles (rocks, water). Five tower types: archer (single-target high DPS), cannon (AoE explosion), frost (slow aura), lightning (chain to 3 targets), buff (boosts adjacent towers' damage by 50%). Combos recompute on every place/upgrade/sell via `recomputeAdjacencies()`. FROST + CANNON adjacent: frozen enemies in the cannon's AoE shatter for 2x damage with cyan combo particles. LIGHTNING + WATER tile adjacent: chain count +2 dynamically. BUFF stacks across 8-neighbors. 30 waves with 10-second prep periods. 5 enemy types including a healer and a boss every 5 waves.

Why this is mind-blowing

Bloons TD made millions on the App Store. Plants vs. Zombies sold hundreds of millions. Tower defense as a genre is built on combo placement, and that's exactly what this nails — 1688 lines, one paragraph.