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tower-defense — Claude Code skill: what it does, how to install

A playbook for tower defense games: enemy routes, waves, towers that pick targets and fire, gold and lives. Useful when you're building the wave loop or tuning balance.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill tower-defense -a claude-code
Open on GitHub

What tower-defense does

The skill lays out the tower defense loop: place and upgrade towers with gold, start the wave, enemies walk the path while towers pick a target and fire, kills pay gold. It lists the systems you need — waypoint lanes or a grid with pathfinding, a timed wave spawner, tower stats, targeting priorities, an economy, lives and a prep HUD.

Waves are treated as data: enemy type, count and spawn spacing, played out on a timer. Target acquisition first filters enemies down to the tower radius, then picks by mode: first, last, closest, strongest, weakest. It also shows a lane check, damage per second times time in range against enemy HP, to see whether the current build can hold.

Pathfinding itself is out of scope; the skill points at game-ai for A*, flow fields and steering. Movement along the path, tilemaps, tower data and HUD widgets come from companion skills in the same set. For maze TD, where towers can block the route, expect to recompute paths on every placement or the wave softlocks. Balance math lives in references/balancing.md.

What it helps with

  • build the wave loop with gold and lives
  • drive wave spawning from data instead of hardcoded timers
  • give towers target-priority modes
  • tune enemy HP growth against player income
  • stop maze TD softlocks when towers block the path

Example prompts for the agent

  • Prototype a tower defense: enemies follow waypoints, towers auto-target, gold and lives included.
  • Why does the game get too easy after a few waves? Retune the enemy HP and income curves.
  • Add target priority to towers and a preview of the next wave.

How to install tower-defense

1Skills CLI (Vercel)

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill tower-defense -a claude-code

2Manually: put the files in place

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

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

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

Questions about tower-defense

How do I install tower-defense in Claude Code?

Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill tower-defense -a claude-code. The skill lands in ~/.claude/skills/tower-defense/SKILL.md.

What does tower-defense do?

It describes the systems a tower defense needs and how they connect: the path, the wave spawner, tower targeting, the gold economy, lives and the prep UI. It also covers the balance knobs and the failure modes that make a TD trivial or exhausting.

When should I not use it?

When the player shoots directly, use fps-shooter; for free-form base building with needs, use survival-crafting. The pathfinding algorithm itself is game-ai territory.

Source text

SKILL.md · Apache-2.0
---
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 for the spawn or for any enemy already walking; recompute paths when
  towers change (refs §1).
- **Fast enemies slow down at corners or skip waypoints** → per-step movement stops at each
  waypoint or overshoots it. Carry the leftover distance to the next waypoint (refs §1).
- **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`.

© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills

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