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ArcadeWhale OriginalMade in-house, playable only here

Thornwall

How to play

Desktop 1-5 pick a plant · tap a tile to plant · Space starts the wave · R replants

Touch Tap a button

About Thornwall

Thornwall is a free maze tower defence game set in a sunlit vegetable garden. Most tower defence games hand you a fixed road and ask where to put the guns. This one hands you an empty plot and a crown of vegetables to protect: the road is whatever you leave open. Plant a hedge and the pests redraw their route around it, so the shape of your garden is the difficulty setting you write yourself.

The one rule that holds it together is that you cannot seal the path. A placement that would leave the pests with nowhere to walk is simply refused, which means the maze is always a question of how long the walk is, never whether it exists. Close the shortcut through the middle of a hedge row and the whole wave has to trudge the long way around the end of it; on the first garden that single decision stretches the route from twenty-four tiles to seventy-four.

Flowers are the guns, and they cannot be planted on bare soil. A flower only blooms on a hedge you already paid for, so every coin you spend either lengthens the route or arms it, and the two compete. That constraint is what makes the layout a real decision rather than decoration: with the same money and the same firepower, a garden with a short route falls on the second wave while one with a long route holds all the way through the campaign.

Six pests each break a different plan, so no single garden answers everything. Beetles chew through hedges and rewrite your maze in the middle of a wave. Moles tunnel under it and ignore the walk entirely for a stretch. Wasps fly straight over the top, which means the crown needs cover no matter how clever the route is. Snails shrug off poison and have to be broken by a heavy hit. Aphids swarm in numbers that punish single-target flowers. The queen changes phase rather than simply arriving with more health.

After the twelve-wave campaign the garden keeps going in an endless mode where the pest mix widens and the pressure climbs, so a good layout is worth replaying rather than repeating.

Tap a hedge or flower in the bottom bar, then tap a tile to plant it. Keys 1-5 pick a plant, Space starts the next wave, R replants after a loss. A hedge blocks the pests and makes them walk the long way round; you may close a shortcut but never seal the path completely — the game refuses a placement that would trap them.

Flowers cannot be planted on bare soil: they only bloom on a hedge you already own, so every coin either lengthens the route or arms it. Tap a flower again to grow it a level. Six pests each break a different plan — the beetle chews your hedge, the mole tunnels under it, the wasp ignores it entirely, the snail shrugs off poison, aphids swarm, and the queen changes phase.

Three gardens and an endless mode; hold a garden to its last wave and the next one opens on the result card.

Game details

Developer
ArcadeWhale
Released
Updated
Platforms
Browser (desktop, mobile, tablet)
Orientation
Landscape
Players
Single player
Tags
#Tower Defense#maze#Strategy#hedge#garden#Waves#pathfinding#planning#Upgrades#Endless#free

Frequently asked questions

Can I block the path completely?

No, and the game will not let you try. Any placement that would cut every route from a gate to your crown is refused before it happens, so you can never trap yourself or the pests. Closing a shortcut is allowed and encouraged — that is the whole game — but one way through always stays open.

Why can I not plant a flower on empty soil?

Flowers only bloom on a hedge. That is the trade the game is built on: hedges lengthen the walk but do not shoot, flowers shoot but need a hedge underneath them. If flowers could go anywhere they would double as walls and the routing decision would disappear, which is exactly what happened in testing before the rule was added.

What actually kills the pests — the flowers or the long walk?

Both, and neither works alone. A long route with no flowers just delays the pests, and flowers on a short route do not get enough time on target. Measured with identical firepower, a twenty-four tile route folds on wave two while a seventy-four tile route carries the run to the end of the campaign.

How do I deal with the mole and the wasp?

You cannot out-maze either of them, and that is deliberate. The mole tunnels under your hedges for a few seconds at a time and the wasp ignores the ground completely, so both walk a straight line at your crown. The answer is coverage near the crown itself rather than more corridor — keep a couple of long-range flowers close to home instead of spending everything at the gate.

Does the game end?

The campaign is twelve waves and can be finished. After that an endless mode keeps the garden running with a widening pest mix and rising pressure, and your best wave is saved between visits.

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