01 / THE THREE CHANNELS
You never pick a tower from a list. You hold a colour and pour it into a tile — a new tower, or one already standing. Five doses is the ceiling, and the last one costs more than the first four together.
Fires one heavy shot. Red carries the whole damage term, so a pure red tower hits hardest per shot and reaches furthest.
Almost no damage of its own. Poison from several green towers now stacks, so a second and third green are no longer wasted gold.
Any blue at all converts the weapon to an instant beam. More blue means faster fire and more targets pierced in a line.
Red + green. Every kill it finishes pays a premium, up to +90% gold. Pays for the rest of your maze.
Red + blue. Strips a target's own-colour armour so your pure towers finally bite. The strongest combo in the game.
Green + blue. Every hit throws a share onto two nearby enemies. Devastating where the maze doubles back.
All three. Deals little itself, but lifts the damage and range of every tower it touches. A support tile, not a gun.
02 / CONTROLS
On a touchscreen: tap to inspect, tap again to pour, drag to build a wall, and press and hold to sell.