Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics. Use when building TD, lane defense, or tower placement strategy games. Keywords tower defense, wave spawner, pathfinding, targeting priority, mazing, NavigationServer baking.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-genre-tower-defense
Strategic placement, resource management, and escalating difficulty define tower defense.
NavigationServer2D.map_get_path() before finalizing tower placement.bake_navigation_polygon() for mazing; strictly offload to a worker thread to prevent 100ms+ frame hitches during placement.get_overlapping_bodies() every frame; strictly use signals (body_entered/body_exited) to maintain a local target cache._process() for projectile movement if count > 500; strictly use the PhysicsServer2D/3D directly for high-performance bullet-hell tiers.StringName (&"first", &"strongest") for O(1) hash comparisons in targeting loops.progress property on PathFollow nodes; strictly use it as the O(1) way to identify the target closest to exit.CollisionShape non-uniformly; strictly adjust the radius property of the Shape resource to preserve collision math.| Style | Approach | Scripts / APIs |
|-------|----------|----------------|
| Fixed lanes | Path2D / PathFollow2D progress | wave_manager.gd, wave_resource_spawner.gd |
| Mazing | Seal-check before place | NavigationServer2D.map_get_path / AStarGrid2D (NEVER) |
| Organic curves | Bezier PathFollow progress | Prefer PathFollow over per-frame seek |
| Priority | Sort key | MANDATORY |
|----------|----------|---------------|
| FIRST | Highest progress (closest to exit) | tower_targeting_system.gd |
| LAST | Lowest progress | same — LAST implemented |
| STRONGEST / WEAKEST | health desc / asc | same — WEAKEST implemented |
Use signal-cached range Area enter/exit + frame-sliced acquire (acquire_interval_frames). Never get_overlapping_bodies() every frame.
| Concern | Rule | Script |
|---------|------|--------|
| Wave composition | Resource .tres waves | wave_manager.gd |
| Co-op purchases | Server validates gold | tower_defense_patterns.gd |
| Comeback | Interest / early-call bonus | Design-level — not tower FSM |
When count > ~500:
spawn_fast_bullet (PhysicsServer3D kinematic RIDs).intersect_shape; defer collision disable on death.MANDATORY: tower.gd for idle → acquire → windup → fire. Targeting stays in tower_targeting_system.gd.
| Topic | Reference / script |
|-------|-------------------|
| Waves / towers / paths | architecture-overview.md |
| Projectile lead & targeting | key-mechanics.md |
| Maze validation & burst search | elite-technical-patterns.md + grid_path_validator.gd |
> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
map_get_path seal checks before committing tower placement.progress / progress_ratio for fixed-lane enemies and First/Last targeting.body_entered / body_exited) instead of per-frame overlap polls..tres data instead of hard-coded spawn switches.duplicate(true) for balance edits.A set of resources to help me write all kinds of internal communications, using the formats that my company likes to use. Claude should use this skill whenever asked to write some sort of internal communications (status reports, leadership updates, 3P updates, company newsletters, FAQs, incident reports, project updates, etc.).
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Transforms vague UI ideas into polished, Stitch-optimized prompts. Enhances specificity, adds UI/UX keywords, injects design system context, and structures output for better generation results.
Take thedivergentai/godot-genre-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.