Playing memes? Let's play! Come and try this gold mining mini-game based on memes
Meme TD Game Introduction
- TD stands for Tower Defense, and it is obviously a tower defense game.
- The core of placement and development elements is combined with the external form of tower defense.
- Unique art style, catchy music, and many classic memes serve as the main carriers of the game.
- Playable instantly on the Telegram platform mini-program, a perfect time killer for fragmented moments.
- However, the core is that P2E is the ultimate goal this game can offer to players.
Meme TD Gameplay Overview
The gameplay of placement tower defense seems to require little elaboration; players just need to click around, upgrade defense equipment, and the towers will automatically fire at the monsters.
Attribute upgrades are divided into in-game upgrades and out-of-game upgrades. Players will earn two different resources during the match; the coins with the sad frog icon can only be used for in-game upgrades, while the coins with the dog (Doge) icon can be taken out of the match for out-of-game upgrades.
Currently, the game has two main categories with a total of four attributes that can be upgraded: the attack power and attack speed of the towers, as well as the health and health regeneration speed of the towers. Both in-game and out-of-game upgrades can enhance these attributes, with in-game upgrades being one-time only and effective only for the current match, while out-of-game upgrades are permanently effective.
Additionally, Meme TD also features some common elements of idle games, such as idle rewards and fast battles. But ultimately, it is just an idle game, and P2E is the bigger focus, so from a gameplay perspective, this is basically all it has to offer.
Economy
Tokens
METD
Supply: 10,000,000,000
METD is a token based on the TON chain, serving as the governance and functional token of the game.
Economic Model
Each season, the game distributes METD tokens based on players' rankings on the leaderboard, with the amount of rewards halving after each season, leading to a shallower prize pool. Players should seize the opportunity to earn early.
New Player Guide?
Although lightweight tower defense mini-games typically don't require deep guidance, Meme TD doesn't even provide the most basic graphical guidance. Of course, the large PLAY button at the bottom of the screen easily attracts players' attention, and once they start the game, they will gradually understand the gameplay. However, the lack of guidance cannot be considered a plus for a game.
Visual Performance
Evaluating the visuals of a mini-game clearly doesn't need to be approached from the perspective of graphic quality; it's more like a question in an exam where "as long as it makes sense, you can score." A mini-game that can highlight its theme with a distinctive visual style is already a very good design.
Meme TD can be considered a relatively "fundamentalist" tower defense game because it truly features towers. As the game has evolved, tower defense has gradually abstracted from the original external representation of defense towers into a core gameplay mechanic. The game doesn't necessarily need to have "towers," but Meme TD still chooses this most primitive form of expression.
The main elements in the game—such as the UI and background elements—have a strong pixel art style, while the visuals of defense towers and other game subjects are designed with line-drawing styles.
Pixel art seems to have become a standard for many mini-games; compared to conventional illustrations, the production threshold and design difficulty of pixel art are often lower, making it a "reference answer" for mini-game visual design. Following this approach may not yield extraordinary results, but it is also hard to fail miserably. In terms of pixel elements, Meme TD naturally delivers a fairly standard answer.
However, the design style of the defense towers and enemies somewhat conflicts with the pixel elements elsewhere, creating a sense of dissonance.
Game Highlights
More Concrete Idle Gameplay, Reducing the Monotony of Earning
Currently, idle games on the TON chain are not uncommon. Various Tap-to-earn games, led by Notcoin, have sprung up like mushrooms after rain, attracting a lot of players' attention. These games often share a commonality: they lack concrete gameplay representation, with players just frantically clicking on a large coin and upgrading various attributes to increase their "asset numbers." All gameplay revolves around very abstract numbers.
In contrast, Meme TD offers a more concrete gameplay vehicle, where players enhance their scores or "asset numbers" through tower defense gameplay, significantly reducing the monotony that can arise from repetitive earning. Although the core of whether such games can attract and retain players still lies in their return rates and cycles, if all other conditions are equal, a game with more interesting gameplay will definitely have an advantage in comparison.
Game Drawbacks
For a Web3 game that focuses almost entirely on P2E, nitpicking many gameplay flaws seems rather pointless, especially since there are many similar games that lack gameplay altogether and are purely about earning.
This is not to say that Meme TD is a game without flaws; rather, some of its shortcomings seem to be largely unrelated to what the audience truly cares about. For example, the UI colors are overly flashy, and some buttons are not prominent enough; the lack of guidance leads players to miss out on certain gameplay aspects, etc. These are indeed issues with Meme TD, but in the eyes of earning players, these problems often do not become their focal points.
The economic system is indeed the top priority for such games, which has led many Web3 mini-games to appear somewhat "shoddily made" in terms of gameplay design and refinement. This may be a compromise or a lazy approach by developers.
The Tap-to-earn Market is Rapidly Expanding; Newcomers May Need More Differentiated Designs
In the Web3 gaming space, the audience for these Tap-to-earn core games is predominantly players aiming to earn money. This overt display of gameplay core easily aligns with the demands of such players.
The Tap-to-earn gameplay market still has significant potential to be explored, but after one or two games become popular, if subsequent followers continue to launch similar designs without innovation, their appeal to players will naturally be weaker than that of the pioneers. Moreover, the later they enter the market, the weaker their attraction and influence tend to be. This may compel developers to wrap their games in various interesting skins and adopt novel expressions to carry the Tap-to-earn core.
When newcomers enter the market with various differentiated designs, the beneficiaries may well be the players who have a plethora of choices.