Place creatures before each wave
Summoner Greed is a tower-defense game about protecting a treasure chest from advancing enemies. The field has squares where you can place summoned creatures. You arrange your defenders in Edit mode before enemies begin moving along the path; the first level starts with one character available. Once a wave is underway, combat happens automatically rather than through direct control of each creature.
Position is a central choice because your creatures need to attack enemies as they travel toward the chest. If even one enemy reaches it, the game ends, and you must start again from a previous wave. The source describes waves of heroes and bosses, as well as different enemy types with their own skills, so the threat is not limited to a single kind of advancing unit.
Path changes and enemy interactions
Rocks fill some gaps in the route, shaping how enemies move toward the chest. Some enemies can change that setup: an axe-wielding attacker can break a red mage’s rock and shorten the route. This means the path layout is not necessarily fixed throughout a defense. The source also describes unusually large knights, alongside other enemies, but does not specify their precise combat effects.
Creatures have individual abilities and secondary powers, and their rarity ranges from common to legendary. The game describes dozens of monsters and towers to summon, with upgrades available to increase tower effectiveness. Spells can also be used and upgraded to destroy or rebuild defenses and strengthen minions. These are the documented tools for changing your setup and supporting your defenders; the source does not specify exact spell costs or numerical effects.
Two currencies for summoning and upgrades
Summoning and upgrading use separate currencies. Orbs are earned by beating levels and allow you to summon or unlock different creature types. Coins are earned by defeating enemies and are used to level up creatures. The distinction connects progression to two different activities: completing levels provides orbs, while defeating enemies provides coins. The source does not give specific costs or explain how many of either currency a level or enemy awards.
Waves, progression, and story
The game describes its tower-defense stages as continuing through waves that include heroes and bosses, with stronger enemies appearing during the described progression. It also says players can collect creatures across common, rare, epic, and legendary rarities. The available details establish these enemy and collection categories, but do not explain a precise difficulty curve or how creatures of different rarities compare.
Alongside the defense mechanics, the source mentions unlocking the story of a strange witch and learning why the conflict takes place. The game is presented with a pixel-art style and colorful fantasy characters and spell effects. These details provide context and presentation around the main activity: preparing defenses, watching the automatic fight, and trying to keep enemies away from the chest.
