GET YOUR BEARINGS
About Refund Me TD
Refund Me TD is a two‑hour, single‑player tower‑defense experience built around a single run of fifty levels. The timer runs only while the game window is open, pausing when you close it, and does not reset if you start another run.
You construct a maze between a meadow entrance and an exit gate using various towers, each represented by a card. The maze’s length determines how long enemies are exposed to your defenses, and completing all levels before time expires triggers a final refund question.
01 / THE GUIDE
Maze Construction
The playing field consists of a meadow, an entry gate, and a target gate. Between them you place fences to shape a path; each fence adds cells and therefore seconds for towers to act. The game prevents a completely sealed maze but allows you to approach the exit closely.
Because the maze is player‑designed, the same level can become a short twenty‑cell walk or a sprawling hundred‑cell route, directly influencing how much damage your towers can inflict before enemies reach the gate.
- Experiment with longer, winding paths early to gauge tower effectiveness over time.
- Avoid sealing off the exit completely; the game will stop you.
02 / THE GUIDE
Tower Variety
Eight distinct towers appear as cards, each with a unique effect: a beehive that launches bees, a bread oven that creates craters, a quench barrel that slows, a watchtower that fires in a line, a fire lookout that deals the hardest hit, a fire pit with drifting embers, a windmill that buffs neighbours, and a market stall that generates money.
All towers are visually distinguishable from the board, and you can tell them apart from across the board, which supports strategic placement without needing additional information.
- Place the windmill near other towers to benefit from its buff.
- Use the market stall early if you need extra cash for later upgrades.

03 / THE GUIDE
Enemy Waves
Enemies arrive in groups: fast rogues, slow knights and barbarians, numerous skeletons, mages, and every eighth level sappers carrying a keg that destroys a cluster of towers permanently. Two times per run, flyers cross the meadow in a straight line, bypassing the maze; only the Watchtower and Fire Lookout can affect them.
Each wave’s health varies, so positioning towers to handle front enemies may leave rear enemies alive, requiring balanced planning.
- Reserve the Watchtower for flyer waves to maximize coverage.
- Anticipate sappers by keeping a spare tower away from critical clusters.
04 / THE GUIDE
Deck Management
Towers and upgrades are dealt one card at a time; you never receive the full set in a run. This creates a shape‑based strategy: you may focus on breadth by taking modifiers that reward many towers, or depth by concentrating on a few powerful ones.
The board expands six times per run, adding cells to the meadow in a set order (north, east, south, west, both ends, then all sides), influencing how your maze can grow.
- Adapt your tower choices to the current board size; wider boards favor breadth strategies.
- Track upcoming board expansions to plan fence placement ahead of time.
05 / THE GUIDE
Time and Refund Mechanic
The game counts two hours of active play time. Closing the window pauses the clock, and starting a new run does not reset the timer. If you clear all fifty levels before the timer expires, the game asks whether you want a refund, concluding the experience.
No ads, purchases, or external currency affect this timer; the sole objective is to finish within the allotted time.
- Keep an eye on the timer during longer mazes to avoid overrunning.
- Prioritize faster‑moving enemies early to preserve time for later, larger waves.





COMMUNITY
Player discussion