Compact review of the ones I’ve played.
Tower Battles
Tower Battles is the one that started TD games on Roblox, or at least popularized.
The best thing about TB is nearly every tower having an obvious use, for example Flamethrower being both early defense and a slowing support tower, Plasma Trooper being one of the best late-game crowd controls, and Commando being useful for nearly every part of the game (not early Boss2 killing and early game). Event towers are sometimes used but they are completely optional, and the PvP gameplay is pretty good and is the only reason its being played.
The only criticism I can give TB is the lack of updates and some community issues. The former is an obvious one, as the updates being done is usually very minor (things like Anarchist and the recent event being excluded). The latter is somewhat of a problem as people will constantly scream “NO SEND” in Versus mode despite it being the entire point, usually done to ensure free wins (disgusting) or due to genuine brain damage.
Tower Defense Simulator
Tower Defense Simulator is being carried by front page status.
TDS has good amounts of refined content and is one of the select few TD games on Roblox to resist constantly making events for its “content” updates (proof being the special maps), and it has the greatest matchmaking due to it working across entire servers. The stuff it has allows for a good amount of replayability, but it can get repetitive like every game in the world.
…And that is all I can give. The grind absolutely cripples this game so hard and locks off a ton of content due to it. It is at least OK for stuff like Badlands II, Cold Ambush, and hell even Hardcore since they are possible with the extreme witchcraft that is TDS strats, however stuff like Lost Souls and Quickdraw require way too much grinding since you NEED various Golden, Hardcore, and sometimes Event towers to even beat it. I even think that needing strat docs is a bad thing, since some of them need perfect teamwork from all players which is 100% NOT POSSIBLE with absolute randoms who don’t have the strat doc open.
The towers also have way too much of a hierarchy. Things like Rocketeer is absolutely useless due to the balancing mentality of most AOE towers being “they should deal like 5 damage due to being aoe”, which flushes out any reason to use it past Wave 10 especially due to the linear DMG falloff, making dang SINGLE TARGET towers better than them. I do know that buffs for “terrible” towers are slowly being rolled out (evident by the Demoman buff), but as it stands right now, it is absolutely terrible.
Tower Heroes
Tower Heroes has way too much content for its own good.
A ton of content is packed into the game, in fact so much that the Fandom wiki does not have pages for individual enemies. A lot of towers are present, with them having some sort of use, but likely either not as obvious, being niche as hell, or being absolute variants of one another (for example every single spawner tower), and every single map has some unique enemies or hell even an exclusive roster of them if you are not stupid and are not playing on casual mode. It also has Raid maps which add extra variety while sometimes being pretty hard, technically not unique since TDS did the TDS thing and non-Roblox games are basically permanently on Raid mode (e.g. Factorio and Mindustry).
The way Modifiers are given can either be good or bad depending on you, as they are daily shop items. They also give good variety even though they are simple as hell. Give your towers an all stats down with various modifiers, make much more enemies appear, or, if you feel down, make the game easier by increasing Base HP, cause Bosses to be much weaker, or just turn the game into sandbox mode without paying for it.
There is also cosmetic modifiers, I guess.
I don’t like how some of the usually advertised “high amounts of content” is a facade to hide copy and pasted things. This is evident from some enemies feeling absolutely the same with select few being given actual stat changes and not just a visual makeover, towers also being victims due to most of them being repetitive burst attackers with nearly nothing to mix it up aside from, again, stat changes.
Also, the towers just feel kinda “weak” compared to other TD games. TDS has the Accelerator’s satisfying laser gun shredding enemies, Kingdom Rush makes chaotic fights feel amazing, while Tower Heroes has some weak feeling barrages of whatever despite being portrayed as really strong.
Tower Blitz
Tower Blitz is well rounded in everything but towers.
There is a good amount of everything. Towers, enemies, maps, you name it. The main unique thing being multiple upgrade paths (yes, every non-Roblox TD has this, but lets ignore that). Similar to TB, every tower has a use. Sniper and Sharpshooter being useful for 100% of the match, Electricizer being both the main late game DPS and a stunning tower, and Elite being an Anti-Shield, DPS dealer, and being a panic button “oh god an enemy is about to leak” ability tower.
Modifiers also compensate for the average amount of content. Only 1 of each tower can be placed, make waves auto skip no matter the players choices, or even restrict what towers you can interact with every 4 waves. There is also the obligatory sandbox mode modifiers and the funny Randomizer modifier which allows you to see enemies which will never be added into normal play.
I honestly don’t like how few towers there are. While it does let the towers be more refined, it really kills the amount of ways you can play the game. I also somewhat disagree with newer towers being locked behind Contracts that require you to play the game in repetitive ways just to obtain it, main culprit being Businessman’s Contract.
There is also the lack of updates (evade is mid asf), but that should not need explanation.