Skills gamedev-skills awesome-gamedev-agent-skills Gamedev Agent Skills

tower-defense

Use it when:
You're building a game where placed towers fire on waves of enemies walking a path, or balancing its waves and economy.
It does:
Sets out the path, waves, towers, targeting, economy, lives and prep UI, with a knob table and engine-neutral pseudocode.
Balance rule:
The player should almost afford each wave; enemy health grows about 1.1–1.2× per wave, paced as spike, breather, spike.
Leaves to others:
Pathfinding, movement, maps and UI, to the repo's game-ai, engine, level-design and game-ui-ux skills.

Skill 21 of 27 in the Gamedev Agent Skills bundle, after fps-shooter and before card-game.

TL;DR

A genre playbook from a game-development collection. The tension is a planning puzzle: is the current damage enough for what's coming, and can the player afford the answer? Patterns cover a wave as data (enemy type, count, spacing) spawned over time; a tower that keeps the enemies in range and picks one by priority, first along the path by default, or last, closest, strongest or weakest; and a quick sum of a lane's damage against an enemy's health. Pitfalls include enemy health that grows slower than income, one dominant tower with no enemy type to counter it, maze layouts where players can block the goal, fast enemies that slow down or skip waypoints at corners, waves with no preview, and leaks that cost lives but not gold, which sometimes makes leaking the best play.

Summarizes the skill at 19d93f9.

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill tower-defense
Total Downloads
9,200 on skills.sh, Nov 9, 2026
Repo stars
7,863 gamedev-skills/awesome-gamedev-agent-skills
First seen
Jun 27, 2026 on skills.sh
Weekly Downloads
1.6K
+418% over the 8 weeks to Nov 9
Weekly values
Week toInstalls
Sep 21309
Sep 28366
Oct 5372
Oct 12433
Oct 19622
Oct 261,398
Nov 21,749
Nov 91,600
Category

Taste for interfaces that don't look generated: direction, motion and accessibility.

Make games: design, genres, game feel and game-jam workflows, whatever the engine.

Everything for building software: planning, coding, debugging, design, frameworks, cloud, agents and skills.

Type

Knowledge and rules the agent applies while it works: best practices, design principles, API references.

Effect

Adds no side effects of its own. It shapes how the agent thinks, writes or reviews. Guidelines and routers are always effect:none, even when the task they support edits code.

Needs

Instructions only. Works in any agent that supports skills.

Publisher

Everyone else. Unverified vendor claims default to community.

Topics

SKILL.md

From gamedev-skills/awesome-gamedev-agent-skills at 19d93f9. Checked daily, last changed Nov 6, 2026.

Frontmatter
name: tower-defense
description: >
  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.

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

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.

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 for the spawn or for any enemy already walking; recompute paths when towers change (refs §1).
  • Fast enemies slow down at corners or skip waypoints → per-step movement stops at each waypoint or overshoots it. Carry the leftover distance to the next waypoint (refs §1).
  • 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.