You can't draw a sealed wall. The game refuses the closing block — and a wall with no way through is just a wall they break.
So leave the gap on purpose. Your wall isn't a fence, it's a funnel: trace a line, choose where it opens, and herd the zombie horde into your soldiers' guns. Tower defense, except you draw the battlefield.
YOU DON'T MOVE YOUR SOLDIERS. YOU MOVE THE HORDE.
Your line forms up behind the sandbags and holds there. Three roles defend the base: one takes the hits up close, one lays down fast fire, one reaches clear across the field. You choose which to buy and when. Where the fighting happens is decided by where you drew.
THREE KINDS OF ZOMBIES, THREE PROBLEMS
The basic ones follow your funnel and walk into the guns. Demolishers don't steer at all — they head straight for the wall and break it open. Runners vault the wall when the crowd presses them against it, which is exactly what starts happening once the wall comes apart.
NEW ERA, NEW ARMY
Survive long enough, and the whole army changes weapons. Blunderbuss, crossbow, and musket behind a castle. Rifles and rapid fire behind a bunker. Two eras are playable today, with more in production.
CARDS AND UPGRADES
Collect cards from Common to Emerald. Open packs, and duplicates level a card up. Cards are the one thing an era reset doesn't take back. Five upgrade tracks cover damage, fire rate, ammo, income, and the wall itself — wood, stone, iron, gold, and emerald.
THE PRACTICAL PART
No account, no sign-up. Plays offline, in portrait, one hand. A run is five waves and a few minutes; a wave is over in seconds. An ad is a button you press, not a wall you wait through — watch one for gems when you want gems. Gems are also sold in the shop, if you'd rather not wait.
FROM THE DEV
You've seen the ads where someone draws a wall and the game turns out to be something else. This is the one where the drawing is the game.
So where do you leave the gap? Draw it and find out.
Draw a wall. Leave a gap. Funnel the zombie horde into your guns.