
Screenshots

Watch trailer on Steam ↗Mega Giga Cookie Destroyer TD
Lan Game Studios · Published by Lan Game Studios
Last updated 27 Sept 2026
Get ready for an epic pixel art showdown ! Dive into the heart of tower defense chaos as you battle against scrumptious calorie-packed enemies, all on massive, sprawling maps. With an extensive arsenal of towers at your disposal, it's time to defend against the ultimate sweet tooth invasion!
Simulation, Strategy, Early Access, Casual · More free games
Defend against calorie-packed enemies in this tower defense game from Lan Game Studios. Use an extensive arsenal of towers to survive the sweet tooth invasion across sprawling, pixel art-filled maps.
About this game
- over 35 cookies
- 4 damage types for the tower
- over 100 perks for your towers
- burning calories has never been easier
Bigger Maps, Bigger Challenge
Mega Giga Cookie Destroyer TD throws you into the heat of the calorie-packed action with its focus on expansive, top-down, 2D maps. Each level presents a grand battlefield, challenging your strategic skills and ability to handle the sweetest onslaught imaginable.
Calorie Clash
In this delectable war, your health system revolves around calories, categorized into carbs, fat, and protein. Your mastery of nutritional warfare will determine your success as you face off against an army of mouthwatering adversaries. Plan your tower placements strategically to exploit their sweet spots.
Four Flavors of Destruction
Prepare for an array of tower types armed with four distinct damage types: Kinetic, Water, Acid, and Fire. While Kinetic inflicts consistent damage across all health types, Water, Acid, and Fire engage in a tantalizing rock-paper-scissors dance, allowing you to exploit the cookie's nutritional weaknesses. Experiment with tower combinations to maximize your sweet victory potential.
Energetic and Stylish
Mega Giga Cookie Destroyer TD delivers an unforgettable visual feast. The game's pixel art style brings every calorie and tower to life with vibrant energy and style, immersing you in a whirlwind of sugar-fueled excitement. Get ready for a sugar rush like no other!
Can You Conquer the Cookie Calamity?
Mega Giga Cookie Destroyer TD isn't just a game; it's a sugary adventure of epic proportions. Are you up to the task of defending against this cookie chaos? Gather your towers, formulate your strategy, and jump into a world where tower defense meets sweet temptation. Victory has never been so delicious!
Don't miss out on the tower defense event of the year. Wishlist Mega Giga Cookie Destroyer TD now and prepare for the ultimate cookie-crushing showdown!
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: windows 10
- Processor: dual core or higher
- Memory: 8 GB RAM
- Graphics: onboard
- Storage: 100 MB available space
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
DevLog 1
Hello fellow Cookie Destroyers, In this developer log, I want to talk about the lighting for Mega Giga Cookie Destroyer TD. This means we will get deeply technical in this log. I implemented a ray marched lighting system with a GPU-based precomputed distance field. {STEAM_CLAN_IMAGE}/45003968/77e940b15f1b455d5edb2e1a68f59e5ccb6c00b9.png Introduction In the world of 2D lighting, there are basically just three components to consider: the light source, the occluders, and the unlit image we get from the rendering. This means our approach is a post-processing effect applied on top of the rendered image. Using Rays for lighting We want to display lighting realistically. This means light should respect occluders and show sharp rays on the edges. {STEAM_CLAN_IMAGE}/45003968/3f4f81c6d6d17fdf839d5795c98e3111ed8fd06b.png To achieve this, we use a form of ray tracing that allows us to simulate the light. In a brute force approach, we could just go from each pixel to the next pixel and check if we found an occluder. This would involve a lot of computation, as each pixel would need to be checked on each ray. There is a ray for each light in the scene to each pixel on the screen. You see how this escalates into burning GPUs very quickly. {STEAM_CLAN_IMAGE}/45003968/7aaea1bf854c1ec9e418a71b0e368120617306d9.png PS: No GPU has been harmed during the development of Mega Giga Cookie Destroyer TD To reduce the number of checks we have to do, we can use signed distance functions to calculate a distance field of our scene. With a signed distance function, we can get the distance from the current pixel to the nearest occluder. This means we can move at least this amount along our ray. Pre computed distance field A distance field is a one-channel texture that holds, for every pixel, the distance to the nearest occluder. This is essential information we can use to move along rays in a lightning-fast way. To generate a distance field, we need to build the signed distance function from our sce...Read full article on Community Announcements (Lan Game Studio)






