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Re:Pathfinding for Tower Defense by minimaxir on Tuesday January 01, 2019 @01:33PM (#18801495)
A common tactic in the build-your-own-path TD genre is yo-yoing; that is, blocking a path to force the creeps to go the long way, then sell the created block and immediately block the long way, forcing them to go back the long way. Rinse and repeat.

It always feels like cheating the system, although harder game difficulties are typically balanced around that mechanic.

Re:Pathfinding for Tower Defense by toxik on Tuesday January 01, 2019 @03:42PM (#18802212)
Most tds I play don’t allow changing your maze during rounds
Re:Pathfinding for Tower Defense by drsopp on Tuesday January 01, 2019 @04:06PM (#18802362)
I remember fondly analyzing the old facebook game Maze Defence, and proving that the optimal ratio between area dedicated to towers and area for paths is .5
Re:Pathfinding for Tower Defense by Moru on Tuesday January 01, 2019 @04:12PM (#18802401)
GemCraft TD's solves this by making it more and more expensive to build each block.