godot-genre-tower-defense
SKILL.md
Genre: Tower Defense
Strategic placement, resource management, and escalating difficulty define tower defense.
Core Loop
- Prepare: Build/upgrade towers with available currency
- Wave: Enemies spawn and traverse path toward goal
- Defend: Towers auto-target and damage enemies
- Reward: Kills grant currency
- Escalate: Waves increase in difficulty/complexity
NEVER Do in Tower Defense Games
- NEVER make all towers equally viable — If Sniper = same DPS as Machine Gun, no strategic choice. Each tower MUST have distinct niche (AoE, slow, armor pierce, anti-air).
- NEVER use synchronous NavigationServer baking for mazing —
NavigationRegion2D.bake_navigation_polygon()blocks main thread. UseNavigationServer2D.get_maps()+ worker thread OR fixed paths. - NEVER let players fully block the exit path — In mazing TDs, validate
NavigationServer2D.map_get_path(start, goal)before tower placement. Empty path = illegal build. - NEVER use
Area2D.get_overlapping_bodies()every frame — 500 enemies × 60fps = 30k collision checks. Storebodies_enteredin array, remove onbody_exited. Query once. - NEVER make early waves feel like busywork — First 3 waves should introduce mechanics, not bore. Start timer at 50% or give "early call" bonus to skip.
- NEVER allow death spirals without catch-up mechanics — 1 leaked enemy → less money → harder next wave → inevitable loss. Add interest on saved money OR discrete wave difficulty.
| Phase | Skills | Purpose |
|---|---|---|
| 1. Grid/Path | godot-tilemap-mastery, navigation-2d |
Defining where enemies walk and towers build |
| 2. Towers | math-geometry, area-2d |
Range checks, rotation, projectile prediction |
| 3. Enemies | path-following, steering-behaviors |
Movement along paths |
| 4. Management | state-machines, loop-management |
Wave spawning logic, game phases |
| 5. UI | ui-system, drag-and-drop |
Building towers, inspecting stats |
Architecture Overview
1. Wave Manager
Handles the timing and godot-composition of enemy waves.
# wave_manager.gd
extends Node
signal wave_started(wave_index: int)
signal wave_cleared
signal enemy_spawned(enemy: Node2D)
@export var waves: Array[Resource] # Array of WaveDefinition resources
var current_wave_index: int = 0
var active_enemies: int = 0
func start_next_wave() -> void:
if current_wave_index >= waves.size():
print("All waves cleared!")
return
var wave_data = waves[current_wave_index]
wave_started.emit(current_wave_index)
_spawn_wave(wave_data)
current_wave_index += 1
func _spawn_wave(wave: WaveResource) -> void:
for group in wave.groups:
await get_tree().create_timer(group.delay).timeout
for i in group.count:
var enemy = group.enemy_scene.instantiate()
add_child(enemy)
active_enemies += 1
enemy.tree_exiting.connect(_on_enemy_died)
await get_tree().create_timer(group.interval).timeout
func _on_enemy_died() -> void:
active_enemies -= 1
if active_enemies <= 0:
wave_cleared.emit()
2. Tower Logic (State Machine)
Towers act as autonomous agents.
- States:
Idle,AcquireTarget,Attack,Cooldown. - Targeting Priority:
First,Last,Strongest,Weakest,Closest.
# tower.gd
extends Node2D
var targets_in_range: Array[Node2D] = []
var current_target: Node2D
func _physics_process(delta: float) -> void:
if current_target == null or not is_instance_valid(current_target):
_acquire_target()
if current_target:
_rotate_turret(current_target.global_position)
if can_fire():
fire_projectile()
func _acquire_target() -> void:
# Example: Target closest to end of path
var max_progress = -1.0
for enemy in targets_in_range:
if enemy.progress > max_progress:
current_target = enemy
max_progress = enemy.progress
3. Pathfinding Variants
A. Fixed Path (Kingdom Rush style)
Enemies follow a pre-defined Path2D.
- Implementation:
PathFollow2Das parent of Enemy. - Pros: Deterministic, easy to balance, optimized.
- Cons: Less player agency in shaping the path.
B. Mazing (Fieldrunners style)
Players build towers to block/reroute enemies.
- Implementation:
NavigationAgent2Don enemies. Towers updateNavigationRegion2D(bake on separate thread). - Pros: High strategic depth.
- Cons: Computationally expensive recalculation, needs anti-blocking logic (don't let player seal the exit).
Key Mechanics Implementation
Targeting Math (Projectile Prediction)
To hit a moving target, you must predict where it will be.
func get_predicted_position(target: Node2D, projectile_speed: float) -> Vector2:
var to_target = target.global_position - global_position
var time_to_hit = to_target.length() / projectile_speed
return target.global_position + (target.velocity * time_to_hit)
Economy
Money management is the secondary core loop.
- Kill Rewards: Direct feedback for success.
- Interest/Income: Rewarding saved money (risk/reward).
- Early Calling: Bonus money for starting the next wave early.
Common Pitfalls
- Death Spirals: If a player leaks one enemy, they lose money/lives, making the next wave harder, leading to inevitable failure. Fix: Catch-up mechanics or discrete wave difficulty.
- Useless Towers: Every tower type must have a distinct niche (AoE, Slow, Armor Pierce, Anti-Air).
- Path Blocking: In mazing games, ensure players cannot completely block the path to the exit. Use
NavigationServer2D.map_get_pathto validate placement before building.
Godot-Specific Tips
- Physics Layers: Put enemies on a specific layer (e.g., Layer 2) and tower "range" Areas on a different mask to avoid towers detecting each other or walls.
- Area2D Performance: For massive numbers of enemies, avoid
monitorable/monitoringon every frame if possible. UsePhysicsServer2Dqueries for optimization if enemy count > 500. - Object Pooling: Essential for projectiles and enemies to avoid garbage collection stutters during intense waves.
Reference
- Master Skill: godot-master
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Feb 10, 2026
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