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tower-defense Checked

Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fi…
⚡ Productivity skills By gamedev-skills Version v1.0.0 Added 2026-10-21 Updated 2026-10-21 Source ↗
7.7Overall rating
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2.0kStars

Installation

🤖 Install via AI

Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.

Install the "tower-defense" skill by following the instructions at https://skill123.me/install/tower-defense.
⌨️ Command line install

Run in your terminal — downloads and installs to ~/.claude/skills/.

curl -fsSL https://skill123.me/install/tower-defense.sh | bash
📦 Download ZIP

Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.

⬇ Download v1.0.0 · 6 KB
📊 Static rating
7.7/10
Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
7.0

Six-dimension rubric with reviewer rationale.

View scorecard ↓
🛡 Dynamic test
—

Not live-tested yet — this skill is rated on static analysis only.

About this skill

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.

Documentation

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

View full documentation

| 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; 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.

Score breakdown

Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
7.0