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Tower defense

Skill gamedev-skills/awesome-gamedev-agent-skills/skills/genres/tower-defense

Game-development Agent Skills for AI coding agents: install once and a master router loads the right skill for your engine and task. 66 original, version-pinned skills (plus a master router) in the portable SKILL.md format that runs across Claude Code, Cursor, Codex, Copilot, Gemini CLI and more, for Godot, Unity, Unreal, web and beyond.

Install
npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill tower-defense

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What its author says it does

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Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy.

The file declares its own license as Apache-2.0. That is the author’s claim about this one file, and it is not the same thing as the license GitHub reports for the repository, which is listed with the other numbers below.

SKILL.md

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Tower Defense

A playbook for tower defense — enemy pathing, wave spawning, tower targeting, and the economy that ties them together. This is a compositional skill: it orchestrates pathing, AI, and UI into a TD loop. It does not re-teach pathfinding; it defines the systems and the balance levers (DPS vs. HP vs. income) that decide whether a TD is tense or trivial.

When to use

  • Use when building a game where the player places towers that automatically attack waves of enemies following a path, spends earned currency to expand/upgrade, and loses if too many enemies leak through.
  • Use when designing wave composition/pacing, tower targeting priorities, or the gold economy.

When not to use: the player directly controls a shooter → fps-shooter. Free-form base building with needs → survival-crafting. For the pathfinding algorithm itself, use game-ai.

Core loop

Prepare (place/upgrade towers with current gold) → start the wave → enemies path toward the goal while towers auto-fire → earn gold from kills → survive the wave → repeat against a harder one. The tension is a planning puzzle: is my current DPS enough for what's coming, and can I afford the answer?

Must-have systems

  1. Enemy path — waypoint lanes, or grid + pathfinding for maze TD (refs).
  2. Wave spawner — timed, scripted sequences of enemy types with per-wave scaling.
  3. Towers — range, fire rate, damage, projectile/hitscan, splash; placement validity.
  4. Targeting — per-tower priority (first/last/closest/strongest/weakest) (refs).
  5. Economy — gold from kills + wave bonuses; tower/upgrade costs; sell refund.
  6. Lives / leak — enemies reaching the goal cost lives; 0 = game over.
  7. Wave/prep UI — lives, gold, next-wave preview, start-next-wave control.

Design knobs

KnobEffectNotes
Enemy HP growth/waveupgrade pressureGeometric ~1.1–1.2× (refs).
Income vs. HP curvesdifficultyPlayer should almost afford each wave.
Tower DPS / range / costtower identityCheap+wide vs. expensive+tall.
Targeting priorityoptimal placementChanges play more than raw stats.
Enemy varietycounters one-build winsFast / armored / flying / swarm / boss.
Leak penaltystakesCost lives and lost bounty.
Upgrade vs. build economystrategy depthDiminishing upgrade returns.
Wave pacingtension curveSpike → breather → spike, not monotonic.

Patterns

1. Wave spawner (timed, data-driven)

# Pseudocode. A wave is data: a list of (enemy_type, count, spacing). Spawn over time.
wave = [ ("grunt", 10, 0.5), ("runner", 5, 0.3), ("tank", 2, 1.0) ]

def run_wave(wave):
    for enemy_type, count, spacing in wave:
        for _ in range(count):
            spawn_enemy(enemy_type, at=path[0])   # enter at the path start
            wait(spacing)                          # seconds between spawns (use a timer/coroutine)
    # wave clears when all spawned enemies are dead or have leaked

2. Tower targeting (filter to range, then pick by priority)

# Pseudocode. "First" (furthest along path) is the standard default for stopping leaks.
def acquire_target(tower, enemies, mode="first"):
    in_range = [e for e in enemies if distance(tower.pos, e.pos) <= tower.range]
    if not in_range: return None
    if mode == "first":    return max(in_range, key=lambda e: e.progress)   # furthest along path (stop leaks)
    if mode == "last":     return min(in_range, key=lambda e: e.progress)   # least progress (guard the entrance)
    if mode == "closest":  return min(in_range, key=lambda e: distance(tower.pos, e.pos))
    if mode == "strongest":return max(in_range, key=lambda e: e.hp)         # burn down tanks first
    if mode == "weakest":  return min(in_range, key=lambda e: e.hp)         # secure kills / last-hit bounty
    return in_range[0]

3. "Can this lane hold?" sanity check (DPS vs. HP)

# Pseudocode. One tower's damage to one enemy crossing its range.
tower_dps     = tower.damage * tower.fire_rate
time_in_range = tower.range_coverage_length / enemy.speed
damage_dealt  = tower_dps * time_in_range
# Lane holds if summed damage_dealt from covering towers >= enemy.hp (per enemy). See refs.

Pitfalls / failure modes

  • Enemy HP scales slower than player income/DPS → game trivializes after a few waves. Tune the HP curve against the income curve (refs).
  • One dominant tower/strategy → no decisions. Add enemy types that hard-counter builds (armored vs. rapid-fire, flying vs. ground-only) and diminishing upgrade returns.
  • Maze TD that can fully block the goal → enemies get stuck/softlock. Forbid placements that sever the path; recompute paths when towers change (refs).
  • No next-wave telegraph → specials feel random and unfair. Preview upcoming composition.
  • Per-frame movement unscaled by dt → speed varies with frame rate. Scale steering by dt.
  • Leaks only cost lives, not gold → leaking is sometimes optimal. Make leaks lose bounty too.
  • Monotonic difficulty ramp → exhausting. Pace spikes and breathers.

Composition (build it from these skills)

  • Pathing: game-ai for A*/flow-field/steering; for fixed lanes, simple waypoint following.
  • Enemy movement: godot-2d-movement (or engine equivalent) to move along the path; unity-navmesh for nav-based pathing.
  • Map: godot-tilemap / unity-tilemap-2d for the grid/lanes; level-design for map layouts.
  • Data: godot-resources / unity-scriptableobjects to define towers, enemies, and waves as assets.
  • UI: game-ui-ux for HUD layout, scaling, and the build menu; godot-ui-control for the concrete widgets (lives, gold, wave preview).
  • Polish: audio-design for fire/hit/leak sound cues.

References

  • For path representations (waypoints / A* / flow fields), targeting modes, DPS and economy math, enemy scaling, and wave pacing, read references/balancing.md.

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