Skills

Tower Defense

Build a tower defense: enemies pathing along lanes, wave spawning, towers that...

Install

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill tower-defense -g -a claude-code -y
Category
Engineering
Updated
8d ago
License
Apache-2.0
Context cost
Mediumabout 1,650 tokens
Runs scripts
No, instructions only

What it does

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

Read the whole SKILL.md on GitHub

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