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godot-genre-tower-defense — Claude Code skill for tower defense

A Godot skill for tower defense work: wave flow, target priorities, path checks and economy balance. Useful once a project outgrows a single turret script.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-tower-defense -a claude-code
Open on GitHub

What godot-genre-tower-defense does

The skill frames the genre as a loop: build, wave, defend, reward, harder waves. Most of the file is a list of things it tells the agent never to do. Towers have to fill different roles — aura slow, armor piercing, anti-air, burst sniper, splash damage — and early waves should not feel like filler, so an early-call bonus is expected.

Mazing gets its own section. Before a tower placement is committed, the agent is told to confirm a route to the exit still exists through NavigationServer2D.map_get_path(). Baking navigation synchronously is ruled out; bake_navigation_polygon() belongs on a worker thread, otherwise placement stutters the frame. Grid math stays in Vector2i/Vector3i rather than world coordinates.

Performance rules are strict. Calling get_overlapping_bodies() every frame is banned in favour of body_entered/body_exited signals feeding a local target cache. Target priorities use StringName values like &"first" and &"strongest", acquire searches are throttled across frames, and above 500 projectiles the skill routes them through PhysicsServer2D/3D with object pooling. Waves live in .tres resources instead of switch statements, and co-op purchases are validated server-side. The repo ships wave_manager.gd, tower.gd with an FSM, tower_targeting_system.gd, tower_defense_patterns.gd and grid_path_validator.gd, plus reference docs on architecture and mechanics.

What it helps with

  • define waves as resources instead of a giant switch
  • stop players from sealing the exit with towers
  • pick a target by priority without scanning every enemy each frame
  • keep hundreds of projectiles from stuttering garbage collection
  • validate tower purchases on the server in co-op

Example prompts for the agent

  • Build the enemy wave with wave_manager.gd and a .tres resource
  • Check with NavigationServer2D.map_get_path() that a path to the exit survives this tower placement
  • Move target selection in tower_targeting_system.gd to FIRST priority using progress

How to install godot-genre-tower-defense

1Skills CLI (Vercel)

npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-tower-defense -a claude-code

2Manually: put the files in place

~/.claude/skills/godot-genre-tower-defense/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/godot-genre-tower-defense/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about godot-genre-tower-defense

How do I install godot-genre-tower-defense in Claude Code?

Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-tower-defense -a claude-code; the skill lands at ~/.claude/skills/godot-genre-tower-defense/SKILL.md.

What does godot-genre-tower-defense do?

It gives the agent a tower defense blueprint for Godot: wave flow, targeting priorities, path validation on placement, economy balance and projectile optimisation. Scripts and anti-patterns come with it.

Does it cover mazing?

Yes. There is a dedicated block on validating that a route to the exit remains before a tower is locked in, and on moving navigation baking off the main thread to avoid frame hitches.

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