In this level, I’m making Caesar himself a part of the gameplay loop — not as an emperor on a throne, but as a farmer, gathering wheat under the Italian sun. The concept turns history into interaction: Caesar works the fields, harvesting grain to sell at the Roman market, earning the money needed to build defense towers against incoming barbarian raids.
It’s a blend of mechanics — part Tower Defense, part Farming Sim, wrapped in a Historical Strategy core. Each grain of wheat becomes a resource for survival: a tradeable commodity that fuels your defenses and shapes the rhythm of the level.
The twist is Time Travel. The player isn’t just witnessing ancient history, but influencing it — moving between eras, adjusting the timeline so Caesar can both cultivate the land and command his defenses. The gameplay balances planning and presence: when to work the fields, when to trade, and when to fight.
Keywords: Tower Defense, Strategy, Time Travel, Farming Sim, Historical, Ancient Rome, Caesar, resource management, barbarian invasion, indie game concept.


