Skip to content
cccskills
FreePublished on GitHub

tower-defense

Build a tower defense game with enemy routes, timed waves, automatic tower attacks, gold, and lives. The skill guides system design and helps balance enemy health, tower damage, upgrade costs, and rewards across increasingly difficult waves.

OriginalShow the original 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.

Run score Not tested

See how to install

Good for

  • Build a tower defense prototype
  • Balance enemy waves and gold rewards
  • Design tower targeting priorities
  • Prevent tower placement from blocking enemy routes

Files included (2)

  • SKILL.md6.5 KB
  • references/balancing.md4.9 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

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

KnobEffectNotes
Enemy HP growth/waveupgrade pressureGeometric ~1.1–1.2× (refs).
Income vs. HP curvesdifficultyPlayer should almost afford each wave.
Tower DPS / range / costtower identityCheap+wide vs. expensive+tall.
Targeting priorityoptimal placementChanges play more than raw stats.
Enemy varietycounters one-build winsFast / armored / flying / swarm / boss.
Leak penaltystakesCost lives and lost bounty.
Upgrade vs. build economystrategy depthDiminishing upgrade returns.
Wave pacingtension curveSpike → 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.

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Implement reusable decision systems for game characters using behavior trees, which organize conditional actions, and Utility AI, which scores available choices. Build either approach or combine them to control patrols, combat, targeting, and needs-based behavior.

  • Build a reusable behavior tree runtime
  • Choose attacks or targets using action scores
  • Combine patrol and combat trees with Utility AI
gamedev-skills/awesome-gamedev-agent-skills3.7KUpdated Oct 23, 2026

audio-design

FreeSummary

Design game audio with grouped volume controls, music that responds to gameplay, and varied sound effects. Plan how music lowers during dialogue and how events follow the beat, using principles that can be adapted to different game engines.

  • Plan grouped volume controls for music, effects, and dialogue
  • Lower background music while dialogue plays
  • Change music layers or segments with gameplay intensity
gamedev-skills/awesome-gamedev-agent-skills3.7KUpdated Oct 23, 2026

bevy-ecs

FreeSummary

Build and debug Rust games in Bevy using ECS, a way to separate game data from behavior. Organize apps and plugins, query entities, control execution order, and fix conflicting data access or frame-dependent movement.

  • Organizing a Bevy app with plugins
  • Defining components and shared resources
  • Fixing conflicting queries and execution order
gamedev-skills/awesome-gamedev-agent-skills3.7KUpdated Oct 23, 2026

camera-systems

FreeSummary

Build and tune game cameras for smooth 2D following and 3D viewing. Covers motion smoothing, look-ahead, level boundaries, wall avoidance, and framing multiple targets, with techniques that apply across engines.

  • Smooth player-follow cameras in 2D games
  • Keep the camera view within level boundaries
  • Prevent third-person cameras from clipping through walls
gamedev-skills/awesome-gamedev-agent-skills3.7KUpdated Oct 23, 2026

card-game

FreeSummary

Design the core rules of a card game, including decks, hands, discards, drawing, shuffling, turns, and resource costs. Represent card effects as data and define their resolution order so card movement and gameplay outcomes follow explicit rules.

  • Building a deckbuilder or trading card game
  • Implementing draws and discard reshuffling
  • Defining turn phases and card costs
gamedev-skills/awesome-gamedev-agent-skills3.7KUpdated Oct 23, 2026

Plan and prepare consistent game artwork, from sprites and backgrounds to UI icons and 3D briefs. Organize asset requirements, generate or source related visuals, standardize files, and check their appearance and technical fit inside the game.

  • Create sprites and backgrounds with a consistent visual style
  • Check asset dimensions, transparency, and tile seams
  • Track asset sources and licenses before release
gamedev-skills/awesome-gamedev-agent-skills3.7KUpdated Oct 23, 2026

See all skills by gamedev-skills

Report a problem with this skill