Scratch Tower Defense: Build Your Own Game! [Easy Guide]
Ready to jump into the exciting world of game development? Creating a tower defense game in Scratch is easier than you think, and this guide will show you how! The Scratch platform, developed by the Lifelong Kindergarten group at MIT Media Lab, provides a visual programming environment perfect for beginners. You'll learn how to use sprites, the graphical building blocks of Scratch, to design your towers and enemies. This comprehensive guide gives you step-by-step instructions to help you understand how to make a tower defense game in scratch, using concepts like game loops and conditional statements to bring your game to life.

Image taken from the YouTube channel Fuelvin , from the video titled Scratch 3.0 Tutorial: How to Make a Tower Defense Game (Part 1) .
Unleash Your Inner Game Developer! Creating a Tower Defense Game in Scratch
Welcome, aspiring game developer, to the captivating realm of Scratch!
Prepare to embark on an exciting journey where you'll learn the fundamentals of game design and programming by creating your very own Tower Defense (TD) game.
Scratch, with its intuitive drag-and-drop interface, is the perfect launchpad for beginners to explore the wonders of game development.
Get ready to unleash your creativity and build a game from the ground up!
What is a Tower Defense Game?
At its core, a Tower Defense game is a strategic challenge.
Players must strategically construct defensive structures (towers) to prevent waves of enemies from reaching a designated point, usually their base or castle.
Enemies follow a pre-defined path, and players earn in-game currency to build and upgrade their towers.
Each tower has unique abilities, such as dealing damage, slowing enemies down, or providing support.
Success hinges on careful resource management, strategic tower placement, and understanding enemy weaknesses.
Why Scratch is Ideal for Beginner Game Developers
Scratch stands out as an exceptional platform for aspiring game developers due to its visual programming language.
Instead of writing complex lines of code, you'll be using colorful blocks that snap together like puzzle pieces.
This approach makes learning programming concepts fun and accessible, even for those with no prior coding experience.
Scratch's interface is user-friendly and intuitive, encouraging experimentation and creativity.
The platform provides a vast library of resources, including tutorials, example projects, and a supportive online community.
Furthermore, Scratch is entirely free to use, removing financial barriers and allowing anyone with a computer and internet access to start creating games.
What You'll Learn: Building a Basic TD Game
By the end of this guide, you'll have acquired the knowledge and skills to build a functional Tower Defense game in Scratch.
You'll learn how to:
- Design a game map and create a path for enemies.
- Create and program towers with different abilities.
- Implement projectiles and calculate their trajectories.
- Generate waves of enemies and program their movement.
- Manage game logic using conditional statements.
- Track game state using variables.
This project serves as a stepping stone for more complex game development endeavors.
It’s designed to provide a solid foundation in game design principles and programming logic.
So, are you ready to unleash your inner game developer and bring your Tower Defense vision to life? Let's get started!
Setting Up Your Scratch Stage: The Foundation - Creating the Game Map
With the basics of Tower Defense and the accessibility of Scratch now clear, it’s time to roll up our sleeves and get our hands dirty. Let's begin crafting the foundation upon which our game will stand – the game map. Think of this as laying the groundwork for a magnificent fortress.
Opening Scratch and Starting a New Project
First things first, fire up your web browser and navigate to the Scratch website (scratch.mit.edu). If you're new to Scratch, you'll need to create a free account. Don't worry; it's a quick and painless process.
Once you're logged in, click on the "Create" button at the top of the screen. This will whisk you away to the Scratch editor, your game development playground.
You'll be greeted by a blank canvas and a default sprite, usually the Scratch cat. We'll be using this space to build our Tower Defense empire.
Creating the Game Map
The game map is where the magic happens. It's the stage upon which your towers will defend against relentless waves of enemies.
Let's craft a simple yet effective path for those pesky invaders to follow.
Designing a Simple Path for Enemies to Follow
A classic Tower Defense map features a winding path that enemies must traverse.
You can design your path in many ways – a single looping road, multiple paths converging at the base, or even a maze-like structure.
For simplicity, let's start with a single, snaking path across the screen.
Think of it as a river that your enemies must swim against.
Using Coordinates (X, Y) to Define the Path
Scratch uses a coordinate system to position sprites on the stage.
The stage is essentially a grid, with the X-axis running horizontally and the Y-axis running vertically.
The center of the stage is (0, 0).
By strategically using X and Y coordinates, we can guide our enemies along the desired path.
We'll use these coordinates later when programming the enemy's movement, essentially telling them where to go step-by-step.
Adding a Background Image
A visually appealing background can significantly enhance your game's atmosphere.
You can either draw your own background using Scratch's built-in paint editor or upload an image from your computer.
Consider a grassy field, a rocky landscape, or even a futuristic cityscape.
To add a background, click on the "Stage" icon below the stage area.
Then, click on the "Backdrops" tab and choose either "Paint" to draw your own or "Upload Backdrop" to import an image.
A good background is more than just decoration; it sets the tone for your entire game.
Introducing Sprites: The Building Blocks of Your Game
In Scratch, everything is a sprite. Your towers, your enemies, your projectiles – they're all sprites.
Sprites are the fundamental building blocks of your game.
Each sprite has its own set of costumes (images), scripts (code), and sounds.
We'll be creating several sprites throughout this project, each with its unique role to play in our Tower Defense masterpiece.
Think of sprites as the actors on your game's stage, each performing its assigned role to create an engaging and challenging experience.
Building Your Defenses: Towers of Power! - Programming Towers and Projectiles
With a path now carved for our enemies, it’s time to arm ourselves! After all, what’s a Tower Defense game without the towers? We'll now dive into the exciting process of creating our first defensive structure. We'll focus on designing its appearance, programming its basic behaviors, and ensuring it can effectively engage the incoming threats.
Creating the First Tower
Let's begin by bringing our first tower to life in our Scratch game.
Designing the Tower Sprite
First, we need to visualize our defense. Don't worry about being an artist here; a simple shape like a square, circle, or triangle will do just fine.
Use Scratch's built-in drawing tools to create your tower sprite. Choose a color that stands out against your game map, making it easily identifiable during gameplay.
You can also give it a unique touch to distinguish it visually. Remember, this is your game, so feel free to let your creativity flow!
Programming the Tower to Follow the Mouse Cursor
Now, let's make the tower interactive. We want it to follow the mouse cursor until the player decides where to place it.
This gives the player control over tower placement, creating a dynamic and engaging experience.
Use the "forever" and "go to mouse pointer" blocks in Scratch to achieve this. This ensures that the tower mirrors the mouse's movements seamlessly.
Setting Up Tower Placement: Only Placeable on Designated Areas
We don't want players placing towers just anywhere. It is essential to set up placement restrictions.
This adds a layer of strategy to the game, forcing players to think carefully about their tower locations.
We can achieve this using conditional statements. These determine if the mouse is over a valid placement area (e.g., a designated platform).
If it is, the tower can be placed; otherwise, it remains attached to the cursor or is prevented from being placed altogether.
Implementing Projectiles
With our tower ready, it's time to give it some firepower!
This means programming the tower to launch projectiles at the approaching enemies.
Creating a Projectile Sprite
Create a new sprite for your projectile. This could be a bullet, laser beam, or any other visual effect you desire.
Keep it small and distinct to avoid obstructing the player's view of the game.
Choose a color that contrasts with both the tower and the enemies. This helps the player track the projectiles in flight.
Programming the Tower to Shoot Projectiles at Enemies
Now for the fun part: programming the tower to launch these projectiles!
We need to link the tower's actions to the appearance of enemies. This ensures the projectiles are fired at the right targets.
Use Scratch's cloning feature to create multiple projectiles. This allows the tower to fire repeatedly without being limited to a single projectile.
Using Coordinates (X, Y) to Calculate the Trajectory
To make the projectiles hit their targets, we need to calculate their trajectory. This involves using the X and Y coordinates of both the tower and the enemy.
Employ mathematical operators (subtraction and division) to determine the angle at which the projectile should travel.
Then, use this angle to adjust the projectile's movement, ensuring it flies directly toward the enemy.
This will result in smooth and accurate shots that enhance the gameplay experience.
Managing Game Variables
Finally, let's add depth and complexity to our towers by introducing game variables.
Implementing a Variables System for Tower Stats (Damage, Range, Cost)
Variables allow us to customize each tower's capabilities. This could be done using damage, range, and cost.
Create variables in Scratch to represent these stats. This will allow us to adjust them independently for each tower.
Higher damage means more effective attacks. A longer range lets the tower engage enemies from a greater distance. Higher costs force players to make strategic purchasing decisions.
Allow Players to Buy Towers Using Money/Currency (In-Game)
Now, let's make our game more engaging by adding a currency system!
Create a variable to represent the player's in-game money. This will determine if the player can afford to purchase new towers.
When a player places a tower, deduct its cost from their money variable.
This mechanic creates a fun and rewarding experience. Players must balance their resources carefully to build a powerful defense.
With fortified towers now standing guard, it's time to introduce the element of challenge – the relentless wave of enemies! These aren't just static obstacles; they're the driving force of our game, the targets for our meticulously placed towers, and the reason players keep coming back for more. Let's dive into crafting our invading horde, focusing on their appearance, movement, and ultimately, their demise.
The Invading Horde: Bringing in the Enemies!
Our game now requires a constant stream of antagonists. We can't have towers without targets! Therefore, let's get started by delving into how to create and animate our enemies.
Crafting the Enemy Sprite
The first step in building our invading horde is designing the enemy sprite. This visual representation will define what players are up against, so it's worth spending a little time to get it right.
Basic Enemy Design
Don't feel pressured to create a masterpiece right away. A simple shape with a distinct color can work wonders. Consider using Scratch's built-in drawing tools to create a creature that fits your game's theme.
Perhaps a grumpy green blob, a robotic spider, or even a determined little snail could be the perfect foe. The key is to make it easily recognizable and visually distinct from your towers and the background.
Think about adding small details like eyes or antennae to give your enemy some personality. This can greatly enhance the player's connection to the game.
Animation Considerations
Even a simple animation can bring your enemy to life. Consider adding a subtle wiggle, a bouncing motion, or a simple color change to indicate movement.
Scratch makes animation relatively easy with its costume feature. Create multiple slightly different versions of your sprite and switch between them using code to create the illusion of movement.
Unleashing the Horde: Cloning for the Win
One enemy isn't much of a challenge, so we need to create an entire horde! Scratch's clone feature is perfect for this, allowing us to generate multiple instances of our enemy sprite without creating individual copies.
Clone Creation at Intervals
Instead of manually dragging dozens of enemies onto the stage, we can use code to automatically create clones at set intervals. This keeps the gameplay dynamic and challenging.
Use the "create clone of myself" block within a loop to spawn enemies regularly. Adjust the wait time within the loop to control the frequency of enemy spawns.
For example, a wait time of 2 seconds will create a new enemy every two seconds.
Clone Management
Managing the number of clones is crucial to prevent performance issues and ensure a balanced gameplay experience.
You can control the maximum number of active enemies by using a variable to track the number of clones and prevent new clones from being created once a certain limit is reached.
This is also important for ramping up difficulty. Start with few clones and then gradually increase the number of clones to increase the game's difficulty as the player progresses through the waves.
Navigating the Labyrinth: Enemy Movement and Pathfinding
Now that we have our enemies and a way to generate them, it's time to set them in motion! Programming enemy movement is a core element of Tower Defense games, as their path dictates the strategic placement of our towers.
Programming the Path
Remember the path we created on our game map? Now, we'll program our enemies to follow that exact route.
This typically involves using a series of "go to x: y:" blocks to guide the enemy sprite along the predetermined coordinates.
By stringing these blocks together, we create a path that the enemy will faithfully follow.
Coordinate-Based Guidance
Using coordinates (X, Y) is the most precise way to control enemy movement.
Determine the key points along your path and note their corresponding X and Y coordinates. Then, use these coordinates in your code to direct the enemy sprite.
Consider adding a small amount of randomness to the enemy's movement to make the game feel more organic and less predictable. This could involve slightly altering the X and Y coordinates at each step.
The Thrill of Victory: Implementing Damage and Health
What fun would a tower be if you couldn't see the damage being dealt? It's time to arm our towers, implement a health system for our enemies, and define what happens when they are struck down.
Calculating Projectile Damage
When a projectile collides with an enemy, we need to calculate the damage inflicted. This involves checking for a collision between the projectile sprite and the enemy sprite.
If a collision is detected, we subtract the projectile's damage value from the enemy's health variable.
Eliminating the Threat
When an enemy's health reaches zero, it's time for them to meet their demise. Removing enemies upon death is crucial for managing resources and keeping the game running smoothly.
Use the "delete this clone" block to remove the enemy sprite from the stage when its health reaches zero.
You can also add visual or sound effects to indicate the enemy's destruction. This provides satisfying feedback to the player and enhances the overall gaming experience.
The Endless Cycle: Looping Enemy Waves
To keep the gameplay engaging, we need to create a continuous cycle of enemy waves. This means that after one wave is defeated, a new, potentially more challenging wave should begin.
Implement a variable to track the current wave number. After all enemies from a wave are defeated, increase the wave number and generate a new wave of enemies with increased health, speed, or numbers.
This is where you can truly flex your creativity and design increasingly difficult challenges for the player to overcome.
With fortified towers now standing guard, it's time to introduce the element of challenge – the relentless wave of enemies! These aren't just static obstacles; they're the driving force of our game, the targets for our meticulously placed towers, and the reason players keep coming back for more. Let's dive into crafting our invading horde, focusing on their appearance, movement, and ultimately, their demise.
Game Logic and Management: Keeping It All Together!
Our game is starting to take shape, but right now, it might feel a bit like a sandcastle without the tide coming in. That's where game logic and management come in. It's the glue that holds everything together, dictating how the different elements interact and ensuring that the game behaves as intended.
This section will focus on using conditional statements, leveraging events, and mastering variable management. These elements are the cornerstones of controlling the flow of your Tower Defense game. Let's get started!
Harnessing the Power of Conditional Statements (If/Then)
At the heart of any interactive game lies the conditional statement. It’s the "if this, then that" logic that allows your game to react dynamically to player actions and in-game events. In Scratch, these are found within the "Control" category as the "if… then…" and "if… then… else…" blocks.
These blocks evaluate a condition, and if that condition is true, the code within the block is executed. This allows us to create complex behaviors and decision-making processes within our game.
Enemies Reaching the End and Lives Reduction
One crucial application of conditional statements is checking if enemies have managed to bypass our defenses and reach the end of the path.
If an enemy makes it to the end, it signifies a breach in our defenses. So, we need to deduct a life from the player.
Here’s how you could implement this:
- First, detect when an enemy sprite reaches a specific X, Y coordinate at the end of the path.
- Then, use an "if" block to check: "if enemy's x position = [endxcoordinate] and enemy's y position = [endycoordinate]".
- If the condition is true, reduce the player's "lives" variable by 1.
- Finally, remove the enemy clone that reached the end to prevent multiple life deductions.
Game Over Conditions
No game is complete without a challenge, and no challenge is complete without the risk of failure!
We need to define what happens when the player runs out of lives. This is where the "game over" condition comes into play.
Using another conditional statement, we can constantly monitor the player's "lives" variable.
If the "lives" variable reaches zero (or goes below zero), then we trigger the game over sequence.
This sequence might involve:
- Stopping all scripts to freeze the game.
- Displaying a "Game Over" message using a sprite.
- Perhaps even offering the player an option to restart the game.
Triggering Actions with Events
Events are the triggers that set actions into motion. In Scratch, the most common event is the "when green flag clicked" block, which starts the main game loop. However, there are many other useful events we can leverage.
Think of events as the conductor of our game orchestra. They tell different parts of the game when to start, stop, or perform a specific action.
Events are essential for making your game feel responsive and dynamic.
Here are some key events that can be extremely useful in our Tower Defense game:
- "When this sprite clicked": This event allows you to make buttons or interactive elements on your screen. For example, you could use it to allow the player to select a tower to build.
- "When I receive [message]": This event allows different parts of your code to communicate with each other. For example, you could use this to trigger the start of a new wave of enemies.
- "When key [key] pressed": This event allows you to map keyboard keys to actions within your game. For example, you could use this to allow the player to pause the game.
Managing Game State with Variables
Variables are like containers that hold information that can change during the game. They are essential for tracking everything from the player’s score to the number of enemies on the screen.
Without variables, our game would be a static, unchanging experience.
Essential Variables for Our TD Game
Let's explore some critical variables for our Tower Defense game:
- Money/Currency (In-Game): This variable tracks how much in-game currency the player has available to purchase towers. It should increase when enemies are defeated and decrease when towers are bought. You'll need to create code that updates this variable based on these events.
- Health/Lives: This variable represents the player's remaining lives. It decreases when enemies reach the end of the path. When it reaches zero, the game is over.
- Wave Number: This variable indicates the current wave of enemies. It increases each time a wave is successfully completed. This can be used to increase the difficulty of subsequent waves by spawning more or stronger enemies.
- Enemy Health: Each enemy can have a "health" variable that determines how much damage they can sustain before being defeated.
- Tower Damage: Each tower can have a "damage" variable which determines how much damage they inflict.
- Game State: The "Game State" variable can hold values like "Playing", "Paused", or "GameOver", helping control which parts of the game are active.
By carefully managing these variables and using them in conjunction with conditional statements and events, you can create a dynamic and engaging Tower Defense experience.
Enemies are falling, towers are firing, and your game is functional. But functional isn't fantastic, is it? Now is the time to step back, assess what you've built, and brainstorm ways to make it truly shine. Let's explore how to polish your Tower Defense game and add features that will keep players engaged for hours.
Polish and Improvements: Taking It to the Next Level!
Now that you've got the core mechanics in place, it's time to elevate your game from a basic prototype to a compelling and addictive experience. This involves thoughtful improvements that add depth, replayability, and a satisfying sense of progression.
Enhancing Towers with Upgrades
One of the most rewarding mechanics in Tower Defense games is the ability to upgrade your towers. Upgrades provide a sense of progression and allow players to invest their hard-earned currency in making their defenses even more formidable.
Here's how you can implement this in Scratch:
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Create Upgrade Variables: Each tower should have variables to store its current level, damage, range, and cost.
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Implement an Upgrade Button/Interface: Design a sprite that acts as an upgrade button. When clicked, this button should check if the player has enough money and if the tower is at its maximum level.
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Modify Tower Stats: If the player can afford the upgrade, deduct the cost from their money and increase the tower's damage, range, or other stats accordingly. You'll need to modify the corresponding variables.
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Visual Changes (Optional): Consider changing the tower's appearance with each upgrade to visually represent its increased power.
Difficulty Levels: Catering to All Players
Offering different difficulty levels significantly expands your game's appeal. It allows novice players to learn the ropes without frustration while providing a stiff challenge for experienced strategists.
Here's how to approach this:
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Enemy Stats: Adjust the health, speed, and damage of enemies based on the chosen difficulty. Higher difficulties mean tougher, faster, and more damaging enemies.
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Starting Money: Give players more or less starting money depending on the difficulty level. This affects their early game strategy and how quickly they can build defenses.
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Wave Intervals: Increase or decrease the time between enemy waves. Shorter intervals on higher difficulties create relentless pressure.
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Lives: Adjust the number of lives the player starts with. Fewer lives on higher difficulties mean that mistakes are more punishing.
Adding More Towers with Unique Abilities
Variety is the spice of life, and it certainly applies to Tower Defense games. Introducing new towers with different abilities encourages players to experiment with diverse strategies and find their preferred playstyle.
Consider these tower types:
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Slow Towers: Towers that slow down enemies, making them vulnerable to other towers.
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Splash Damage Towers: Towers that deal damage to multiple enemies in an area.
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Single-Target High-Damage Towers: Towers that focus on dealing massive damage to single, high-health enemies.
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Support Towers: Towers that buff other towers, such as increasing their range or attack speed.
Remember to balance the cost, range, and damage of each tower type to ensure that no single tower is overwhelmingly superior.
Introducing Diverse Enemy Types
Just as with towers, enemy variety keeps things interesting. Different enemy types force players to adapt their strategies and prioritize their defenses.
Think about these enemy variations:
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Fast Enemies: Enemies with low health but high speed, designed to rush past defenses.
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Tank Enemies: Enemies with high health but low speed, requiring concentrated firepower to defeat.
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Flying Enemies: Enemies that bypass ground-based defenses, forcing players to build anti-air towers.
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Armored Enemies: Enemies with resistance to certain types of damage.
Improving the Pathfinding System
While a pre-defined path works for a basic game, a more sophisticated pathfinding system can open up new design possibilities.
Scratch isn't ideal for complex pathfinding, but you can still implement some improvements:
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Multiple Paths: Offer players a choice of multiple paths that enemies can take.
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Obstacles: Introduce obstacles that force enemies to reroute, creating chokepoints and strategic areas for tower placement.
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Pseudo-Randomness: Instead of enemies following a perfectly predictable path, add a slight degree of randomness to their movement to make them less predictable.
Exploring Scratch Resources and Debugging Tips
The Scratch website and editor are treasure troves of resources for aspiring game developers.
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Tutorials: The Scratch website offers a wealth of tutorials covering various aspects of game development.
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Example Projects: Explore other Scratch projects to see how other developers have implemented specific features or mechanics.
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Forums: The Scratch forums are a great place to ask questions and get help from other Scratch users.
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Debugging: Use the "step" and "single step" buttons in the Scratch editor to walk through your code line by line and identify any errors. Pay close attention to variable values and conditional statements.
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Comments: Add comments to your code to explain what each section does. This makes it easier to understand and debug later on.
By implementing these polish and improvements, you'll transform your basic Tower Defense game into a polished and engaging experience that players will love. Don't be afraid to experiment, iterate, and most importantly, have fun!
Video: Scratch Tower Defense: Build Your Own Game! [Easy Guide]
Scratch Tower Defense Game: FAQs
Here are some frequently asked questions about building your own tower defense game in Scratch using our guide. We hope these answers help clarify any points and make your game development smoother!
What if my enemies are moving too fast or too slow?
Adjust the "move" block inside your enemy's movement script. A smaller number will make them move slower, and a larger number will make them move faster. Experiment to find the right speed for your how to make a tower defense game in scratch.
How do I add more types of towers?
Duplicate the existing tower sprite and modify its costume, projectile, and attack behavior. Remember to create new variables or lists to manage the specific attributes of each tower type, like damage and range, when you learn how to make a tower defense game in scratch.
My projectiles aren't hitting the enemies. What could be wrong?
Ensure that your projectile's script is correctly checking for collisions with the enemy sprite. Double-check the x and y coordinates and that the projectile is following the enemy's movement closely. Getting accurate projectile hits is key to how to make a tower defense game in scratch.
How can I implement a game over condition?
Implement a condition that checks if any enemies reach the end of the path. If an enemy reaches the end, stop all scripts or switch to a "Game Over" backdrop to indicate the game is lost. This adds a win/lose mechanic to your how to make a tower defense game in scratch.