Castle Defender

Castle Defender took 2nd place at ABBUC Software Contest 2019!

1 minute gameplay
Castle Defender
Castle Defender
Version: 1.0
48.7 KiB

The hordes are coming!

Wave after wave of goblins, skeletons, zombies, snakes, wizards and all manner of creatures from the nether dimensions are attacking our castle. It is up to you to save us from the onslaught using our defensive towers! Enemies will emerge from the portal and move along the path to our castle. Place different tower types that automatically attack anything that gets within their range.


  • WASD keys or joystick move your cursor
  • Fire or Return shows build and upgrade options of selected tower or vacant space
  • Number keys 123 build a tower of that type in a vacant space
  • U upgrades an existing tower
  • Space speeds the game up whilst held
  • Start+Select+Option quit.


Each tower has various attributes which are shown in the build bar accessible by Fire or Return.

LEVEL – Tower level (0-3)
DAMAGE – Amount of physical damage each shot inflicts
SHLD – Amount of shield damage each shot inflicts
RNG – Tower range
RATE – Rate of fire
COST – Cost of tower or upgrade

Build bar

When an empty space is selected build bar shows information for all available towers. If a tower is selected the current and upgrade values are shown.

Status columns

The left column shows your lives, gold and score. The right column shows the current health and shield ofthe enemy nearest the castle. * is the number of enemies left to destroy.


Each enemy has a starting strength and shield, values shown on bottom red enemy bar. If an enemy has a shield then any damage will be reduced by the shield amount. Destroying an enemy gives you a little gold but letting one reach the castle will cost you one life


Original BBC Micro code:
Original BBC Micro design:
Atari code and design:
Title screen:

Chris Bradburne
John Blythe
Martin Simecek
Piotr Radecki
Michal Radecki

The Story of Castle Defender

How I created this game...

5 thoughts on “Castle Defender

  1. that is simply an graph2font picture which is using PMG elements “scattered” all over the picture using DLIs. It requires artist who knows the Atari graphics capabilities and PMG limitations so he can push it to the edge.

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