
Orbital Defense
Hold the ring, deck by deck

Goblin Siege is a cartoon tower defence set in a sunlit meadow. A dirt road runs out of the forest, past a mill and a wooden bridge, and ends at the gate of your keep. Eight circular stone plinths sit along it, and what you put on them decides how far the goblins get.
Five towers, three levels each. Archer towers fire fast single arrows and are the only thing besides the wizard spire that can touch the bat swarms. Cannons drop arcing shells with a splash, but only on the ground. Wizard spires throw chain lightning that jumps between three goblins and slows them down. A hero's camp sends out a knight who walks to the road and physically blocks one enemy at a time, then respawns when he falls. From wave six you can also raise a ballista whose bolt punches straight through a whole line of goblins.
Grunts come first, then club-swinging bruisers, boar riders that sprint, shamans that heal the pack, bat swarms that fly over your cannons, and a stone troll every fifth wave whose stomp shakes the screen. Wave fifteen brings the Warlord on his wolf, blowing a war horn that speeds up everything around him. Gold comes from kills and from clearing a wave, calling the next wave early pays a bonus, and you can sell a tower back for sixty per cent. Twenty hearts, three stars for a flawless defence, and an endless run with scaling waves once the keep still stands.
Build, upgrade and hold the line.
Goblin Siege
Hold the keep, wave after wave