Mecha Merge Defense is a one-thumb puzzle defense game played in portrait. Drag a piece onto its neighbor. Three matching parts assemble into a mech. That mech fires on its own, down its lane and the lanes beside it, while the next wave drops toward your base.
Each stage is ten waves, split into preparation and combat. The board is six columns by seven rows, set just above the base. Drag a piece up, down, or sideways to swap it with the next piece. Each wave gives you a few steps. Spend them on matches. When the steps are gone, the wave starts and the dragging stops. Then you watch the line you built.
Three of the same part become one level 1 mech. Three of the same mech evolve it by one level, up to level 4. Higher levels hit much harder, so one evolved unit can hold a lane that several fresh mechs cannot. Match four or more and the extra pieces still pay: the step is not spent, and more mechs assemble beside the first. A chain is how a thin board becomes a wall in a single move. Golden credit chips are mixed into the parts. Match them and the skill gauge rises, so the next card choice arrives sooner.
Enemies fall straight down the lanes. Each mech shoots the closest threat in its own lane or the lane on either side. Rifle mechs throw a steady beam that reaches up the lane. Blade mechs cut only what has closed in, and they hit harder up close. Mortar mechs lob a shell that also splashes enemies around the impact, but they hold fire when a target is right overhead. Give open lanes to rifles, leaking lanes to blades, and crowded lanes to mortars.
When a wave is clear, you pick one skill from three cards. It lasts for the rest of the stage, and the same skill can be taken again. Power Up raises every mech's attack. Step +1 adds a swap in preparation, including one right away. Beam Salvo strikes every enemy a few seconds after each wave begins, and another copy makes that strike hit harder. Rapid Fire shortens the gap between shots. Armor Plating adds to the base's maximum health and to the health it has now. Credit Boost increases the credits you earn for a clear. If none of the three cards fit, you can watch an optional video once and draw a new set.
Wave ten is the boss. It is a wide machine covering three lanes, with escorts behind it. It is slow, and it is the point of the run. If it reaches the base, a new base cannot survive that hit. Thin its health, keep the escorts off your line, and the stage is yours. Any other enemy that reaches the bottom damages the base. At zero health the stage ends, and a retry starts it over. Leave during a fight and you return to the preparation before that wave, on the board you had already built.
Clears and failed runs both pay credits and parts. Upgrade a mech with parts of its color, set a deck of three, and unlock more mechs in the shop for credits. A new deck applies on the next stage, not on a board you are already fighting.
A stage is a few minutes. One hand. One drag. Build the line. Let it shoot.
Merge three parts into mechs that auto-fire down the lanes and defend your base.