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.
Scanned 9/5/2026
Install to Claude Code
npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill tower-defense --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Tower Defense?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/gamedev-skills-tower-defense)More formats (shields.io, HTML) on the badges page.
---
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)
```python
# 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)
```python
# 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)
```python
# 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`.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!