Your artillery tower goes berserk — every kill spawns two more enemies until the map explodes.
The verdict
The seven metrics (0–100)
Full breakdown in the Evaluation card below.
Open the idea as a six-image family instead of a single mockup: hero, readable gameplay, pressure, progression payoff, ad angle, and style variation. New families reuse the latest hero as a reference so the concept stays coherent instead of drifting.
Show the concept as a family, not a single shot
Generate six related images so the mechanic, pressure moment, progression payoff, ad angle, and style variation all read at a glance. This is the fastest way to make the idea feel real for other people.
The lead image also replaces the legacy mockup automatically, so the rest of the product keeps showing the newest visual without any extra work.
A structured expansion pass that turns one approved concept into adjacent next bets, so the process ends with option space instead of a single answer.
Turn one concept into five concrete next bets
Generate a structured follow-up report that opens safer, bolder, retention-first, ad-first, and theme-shift paths without losing the original concept thread.
You can generate this now, but it reads better once the concept board makes the visual lane concrete too.
Legacy single-image slot used across cards and exports. The latest concept-board lead image syncs back here automatically.
A portrait-orientation mobile game UI mockup on an off-white (#F5F0E8) background, flat vector style with zero textures or gradients. The screen is divided into three horizontal zones. Top HUD strip (12% height): left side shows a charcoal '1.40x' label in 28pt geometric sans-serif under the word 'PANIC' in 11pt uppercase tracking; right side shows a white bold '7' numeral in 36pt under the word 'COMBO'; centre shows 'WAVE 5' in 13pt charcoal. Middle corridor zone (72% height): a stark open channel, off-white, with a 3px crimson horizontal rule near the bottom labelled 'BASELINE' in 9pt charcoal. At the bottom centre of the corridor sits a flat charcoal tapered trapezoid tower with a narrow barrel rectangle pointing upward. Three rows of 24×24px rounded-square goblin sprites march downward in tight formation — each goblin is a single flat mid-grey square with a darker 6px helmet bar across its top; the front row is close to the baseline, the middle row is mid-corridor, the back row is near the top. Scattered across the corridor are four 12×12px bright white spinning square scrap tokens, each surrounded by a shrinking circular white border ring of varying completeness showing their countdown state. One goblin in the front row is mid-shatter: four small triangles radiate outward from its former position. A large bold charcoal '5' countdown numeral is centred in the upper half of the corridor, slightly transparent, indicating a Surge Event incoming. Bottom upgrade card tray (16% height): a charcoal-bordered shelf containing three equal flat card panels — left card shows a zigzag ricochet icon labelled 'CHAIN SHOT / 4 ✦' in 13pt; centre card shows a starburst cluster icon labelled 'CLUSTER BURST / 6 ✦' with a vivid #FF4D00 accent border indicating it is highlighted; right card shows a lightning bolt icon labelled 'OVERDRIVE PULSE / 9 ✦'. The overall composition reads in under 3 seconds: tower at bottom, goblins marching down, scrap to collect, Surge countdown active, upgrade cards waiting.
1. WAVE HITS: A formation of goblin-soldiers marches down the 480px-wide corridor at a base speed of 60px/sec. If the front unit crosses the red baseline at the bottom of the screen within 2 seconds of wave start without being fired upon, the Panic Multiplier increments by 0.2x immediately — not at end-of-wave. 2. COLLECT SCRAP: Each destroyed goblin ejects 1–3 spinning square scrap tokens that drift 40–80px from the kill point in a random arc. Each token has a 3-second lifetime shown by a shrinking white border ring. Tap the token inside that window: +1 scrap banked. Miss it: that scrap is gone, the bank does not compensate, and the Panic Multiplier ticks +0.05x per missed token. 3. UPGRADE TOWER: Between waves (a fixed 6-second window), spend banked scrap on one of three randomly drawn upgrades displayed as labelled icon cards — Chain Shot (cost: 4 scrap, fires a ricochet projectile hitting up to 3 targets per shot), Cluster Burst (cost: 6 scrap, every 5th shot detonates into 8 shrapnel fragments), or Overdrive Pulse (cost: 9 scrap, increases fire rate by 40% for the next two waves then drops 10% below baseline permanently). Selecting any card triggers a Surge Event: a bonus wave of goblins at 2× the current wave's spawn count spawns exactly 5 seconds after the card is tapped, regardless of whether the 6-second upgrade window has closed. 4. SURVIVE THE SURGE: During the Surge wave, each consecutive kill without a miss increments the on-screen Combo Counter (white numeral, top-right, 36pt). Reaching a 10-kill streak during a single Surge spawns a Contraband Crate — a spinning octagon that lands at a fixed point in the corridor centre. Tapping it within 4 seconds opens it: the lid animates open in 12 frames, the UI accent colour flashes for 0.4 seconds, and a new permanent enemy mutation is named in 48pt bold (e.g. 'ROCKET GOBLINS UNLOCKED — all future waves include 15% Rocket Goblin substitution'). If the Crate is not tapped within 4 seconds, it detonates, adding +0.3x to the Panic Multiplier and granting no mutation.
SCREEN FILL: Open on a clean off-white field with 3 helmet-square goblins marching in formation at 60px/sec. Player taps the Chain Shot card. A '5s' countdown appears in the top-right. At 0s, 24 goblins flood the corridor in two rows — each kill fragments the goblin square into 4 spinning triangles. Text overlay fades in after 3 seconds: 'Every upgrade makes it worse. Keep going.'
PANIC COUNTER: Tight crop on the top-left corner showing '1.00x' in charcoal. Three seconds of the player not tapping — the counter ticks to 1.10x, 1.20x, 1.30x. At 1.80x the numeral snaps to #FF4D00 and pulses. The wave-speed visibly doubles — goblins that were moving slowly now cross the screen in under 2 seconds. No text overlay. Cut to black.
CONTRABAND REVEAL: Mid-Surge, the Combo Counter hits '10' in white numerals. A spinning octagon drops to the corridor centre. Player taps it in 2 seconds. The lid opens in 12 frames. Accent colour flashes for 0.4 seconds. '48pt bold: ROCKET GOBLINS UNLOCKED' appears. Immediately, the next wave spawns with one Rocket Goblin visible in the formation — a distinct silhouette with a tube on its back. Total runtime: 4 seconds.
COMBO CHAIN: Slow-motion playback at 40% speed of a 10-kill Surge streak — each goblin square shatters into 4 triangles on hit, triangles drift and fade over 0.5 seconds. The Combo Counter increments in the top-right with each kill: 7, 8, 9, 10. At 10, the Contraband Crate drops. Speed returns to 100%. Normal runtime of the full sequence: 6 seconds.
Status
Signals stored against this version. Used later for ranking and learning.
A single-lane tower defense where every upgrade decision immediately schedules a harder wave, creating a deterministic self-inflicted spiral that is mechanically distinctive but risks overwhelming new players before the hook lands.
Strengths
Risks
Decision: allow · Score: 72
The concept shares surface DNA with single-lane tower defense and survivor-style collect loops, but the upgrade-as-Surge-trigger mechanic constitutes a substantive foundational differentiator — no comparable title hard-wires a self-scheduled difficulty countdown to every upgrade action as the primary tension engine. The Panic Multiplier's dual compression of speed and upgrade window, combined with the player-authored spawn table via Contraband Crates, provides sufficient originality at the systems layer to clear the threshold.
Material differences
Closest comparables
No source anchors (random mode).
Semantic neighbours by embedding — useful for spotting overlap.