gamedev-skills/tower-defense
> an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill 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.
waves of enemies following a path, spends earned currency to expand/upgrade, and loses
if too many enemies leak through.
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.
**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?
| Knob | Effect | Notes |
| ------------------------- | ----------------------- | ---------------------------------------- |
| Enemy HP growth/wave | upgrade pressure | Geometric ~1.1–1.2× (refs). |
| Income vs. HP curves | difficulty | Player should _almost_ afford each wave. |
| Tower DPS / range / cost | tower identity | Cheap+wide vs. expensive+tall. |
| Targeting priority | optimal placement | Changes play more than raw stats. |
| Enemy variety | counters one-build wins | Fast / armored / flying / swarm / boss. |
| Leak penalty | stakes | Cost lives _and_ lost bounty. |
| Upgrade vs. build economy | strategy depth | Diminishing upgrade returns. |
| Wave pacing | tension curve | Spike → breather → spike, not monotonic. |
# 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
# 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]
# 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.
Tune the HP curve against the income curve (refs).
(armored vs. rapid-fire, flying vs. ground-only) and diminishing upgrade returns.
that sever the path; recompute paths when towers change (refs).
dt → speed varies with frame rate. Scale steering by dt.game-ai for A\*/flow-field/steering; for fixed lanes, simple waypoint following.godot-2d-movement (or engine equivalent) to move along the path; unity-navmesh for nav-based pathing.godot-tilemap / unity-tilemap-2d for the grid/lanes; level-design for map layouts.godot-resources / unity-scriptableobjects to define towers, enemies, and waves as assets.game-ui-ux for HUD layout, scaling, and the build menu; godot-ui-control for the concrete widgets (lives, gold, wave preview).audio-design for fire/hit/leak sound cues.math, enemy scaling, and wave pacing, read references/balancing.md.
Take gamedev-skills/tower-defense from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.