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
- Enemy path — waypoint lanes, or grid + pathfinding for maze TD (refs).
- Wave spawner — timed, scripted sequences of enemy types with per-wave scaling.
- Towers — range, fire rate, damage, projectile/hitscan, splash; placement validity.
- Targeting — per-tower priority (first/last/closest/strongest/weakest) (refs).
- Economy — gold from kills + wave bonuses; tower/upgrade costs; sell refund.
- Lives / leak — enemies reaching the goal cost lives; 0 = game over.
- Wave/prep UI — lives, gold, next-wave preview, start-next-wave control.
Design knobs
Patterns
1. Wave spawner (timed, data-driven)
2. Tower targeting (filter to range, then pick by priority)
3. "Can this lane hold?" sanity check (DPS vs. HP)
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 bydt. - 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-aifor A*/flow-field/steering; for fixed lanes, simple waypoint following. - Enemy movement:
godot-2d-movement(or engine equivalent) to move along the path;unity-navmeshfor nav-based pathing. - Map:
godot-tilemap/unity-tilemap-2dfor the grid/lanes;level-designfor map layouts. - Data:
godot-resources/unity-scriptableobjectsto define towers, enemies, and waves as assets. - UI:
game-ui-uxfor HUD layout, scaling, and the build menu;godot-ui-controlfor the concrete widgets (lives, gold, wave preview). - Polish:
audio-designfor 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.


