Latch Maze Defense
Maze building tower defensePlay with a friend
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Game information
- Players
- Alone, or with a friend through a room link
- Category
- Action
- Controls
- Touch, mouse, keyboard
- Languages
- 20 languages
- Price
- Free
- Played
- 5 times
About Latch Maze Defense
The clockmakers' guild left its automata wound and walking. Now the column crosses the orchards and the canals every season, and the only thing that turns it is a wall it has to walk around. You hold the gates, and the Lever that swings them.
Build the path yourself: lay blocks into a maze, mount turrets on the walls and pull the Lever to swing every gate at once. Ten maps and a duel.
How to play Latch Maze Defense
There is no road. The clockwork column walks the quickest way from its entrance to the exit, so every block you set down makes its walk longer; a block can never close the way out completely, the game refuses that. Pick a tool in the bar, then tap the field: Block (5 gold) builds a wall, a turret builds on a block or on open ground, and dragging with Block lays a whole wall. Tap a turret to upgrade it twice (the third level is a choice of two), change what it aims at or sell it; anything bought since the last wave began sells for its full price, older builds for 70%. Press Start for the first wave; later waves come on their own and calling one early pays gold. Gates come in two colours, sun and moon: one pull of the Lever (2 charges, one back every 12 s) opens every shut gate and shuts every open one, so the column re-routes on the spot. You have 20 lives; most automata that reach the exit cost one, Plated and Rams cost two, bosses ten. Win a map with 10 lives left for two stars and 18 for three.
Controls
- Touch
- Tap a tool, then tap the field to build; drag with Block to lay a wall. Tap a turret to upgrade, retarget or sell it, and tap Lever to swing the gates.
- Mouse
- Click a tool and click the field to build, or drag with Block; the route line updates under the cursor. Click a turret for its upgrades, Escape or a second click on the tool puts it away.
- Keyboard
- 1 to 8 pick a tool, Space calls the next wave, L pulls the Lever, F changes the speed, U and I upgrade, T retargets and S sells the selected building; the arrow keys and Enter build without a pointer.
Features
You draw the path
No fixed road on any map: blocks and turrets are the walls, and the column always takes the quickest way through what you built. The route line shows that way as you build.
The Lever
Sun gates and moon gates swap with one pull. The Lever holds two charges and refills one every 12 seconds, and a pull at the right moment turns the whole column back through your guns.
Ten maps, ten new rules
Fords, two entrances, ice, boulders, a night fair lit by lanterns, hills, culverts, conveyor belts and a court with three entrances, with a boss on maps 4, 8 and 10.
Six turrets, twelve upgrades
Bolt, Mortar, Frost, Arc, Lance and Lantern each upgrade twice, and the third level is a choice between two forms, such as Repeater or Longbow.
Maze Duel with a friend
Same map and same waves on a shared clock. Spend gold on your own maze or on squads sent to your rival's entrance, which also raise your income.
Workshop, hard mode and a daily map
Stars buy nine Workshop perks. Clearing map 4 opens hard mode, the Proving Field opens after map 5, and the daily map gives everyone the same board and rule.
Tips
- Walls across the field with a gap at alternate ends make the column walk the width of the board on every row; put your turrets where two rows of that walk pass the same wall.
- Build in the quiet between waves: anything bought since the last wave began sells back for its full price, so a maze can be redrawn for free before the next one.
- Place a sun gate and a moon gate so each one closes a different route; pull the Lever when the front of the column is near the exit and it walks back past every gun.
- Gliders fly straight from their entrance to the exit over your maze, and a Mortar cannot hit them: keep a Bolt or an Arc on that straight line.
- A Hopper jumps a wall one block thick when that saves it at least three cells of walking; make the walls it faces two blocks deep.
Frequently asked questions
Can I block the path completely?
No. Every block, turret and gate is checked against both positions of the Lever before it goes down, and one that would leave an entrance with no way to the exit is refused. Inside that rule the maze is yours.
What does the Lever do?
It swaps every gate at once: sun gates and moon gates trade places between shut and open, and the column re-routes on the same step. An automaton standing in a gate that shuts is pushed to the next free cell. It holds two charges and refills one every 12 seconds.
Why do some enemies ignore my maze?
Gliders fly straight from the entrance to the exit, Hoppers jump a wall one block thick, and Rams walk to shut gates and break them open until the wave ends. Each has a counter: Bolts and Arcs for Gliders, double walls for Hoppers, and gates placed late in the maze for Rams.
Does Latch save my progress?
Yes. Stars on every map, Workshop perks and your best Endless wave are saved on this device. Use Sync devices to carry them to another phone or computer with a code, no account needed.
Can I play it on my phone?
Yes. Upright, the board fills the screen with the tools under it; turned sideways, the board sits on the left and the tools on the right. Every control is a tap.
How does Maze Duel work?
Both players get the same map and the same waves at the same moment. Squads you send arrive at your rival's entrance and add to your income at every wave start. Whoever loses all lives first loses; if both last, more lives wins.
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