Agent skill

Godot Genre Tower Defense

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics.

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Tower Defense

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-tower-defense -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-tower-defense --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-genre-tower-defense .claude/skills/godot-genre-tower-defense && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
godot-genre-tower-defense
GitHub stars
821
Token cost
~2.9k tokens
SKILL.md length
888 words
Files
16 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics.

  • Works in 5 steps: Prepare: Build/upgrade towers with… → Wave: Enemies spawn and traverse path… → Defend: Towers auto-target and damage… → …
  • Tower placement strategy games
  • SKILL.md covers Core Loop, NEVER Do (Expert Anti-Patterns), 🛠 Expert Components (scripts/) and Decision Trees (MANDATORY…, plus 4 more sections
  • Tasks that involve Game development

What it does

Godot Genre Tower Defense is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics. Use when building TD, lane defense, or tower placement strategy games. Keywords tower defense, wave spawner, pathfinding, targeting priority, mazing, NavigationServer baking.

Its SKILL.md is about 2.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 17 other files, including scripts and reference files (for example `references/architecture-overview.md`, `references/common-pitfalls-extended.md` and `references/elite-technical-patterns.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Tower placement strategy games
  • Tasks that involve Game development

Example prompts

  • “/godot-genre-tower-defense”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Prepare: Build/upgrade towers with available currency
  2. Wave: Enemies spawn and traverse path toward goal
  3. Defend: Towers auto-target and damage enemies
  4. Reward: Kills grant currency
  5. Escalate: Waves increase in difficulty/complexity

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 9 files in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Genre Tower Defense loads about 2.9k tokens when it runs, and up to ~6.3k if it reads all its reference files. Until then it costs about 97 tokens; SKILL.md has 888 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~97
When it runs · the whole SKILL.md, loaded when a task matches
~2.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~6.3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 888 words, ~2,904 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-tower-defense/SKILL.md (or your agent's skills folder). This skill also uses 15 other files; get the full folder from GitHub.
name
godot-genre-tower-defense
description
Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics. Use when building TD, lane defense, or tower placement strategy games. Keywords tower defense, wave spawner, pathfinding, targeting priority, mazing, NavigationServer baking.

Core Loop

  1. Prepare: Build/upgrade towers with available currency
  2. Wave: Enemies spawn and traverse path toward goal
  3. Defend: Towers auto-target and damage enemies
  4. Reward: Kills grant currency
  5. Escalate: Waves increase in difficulty/complexity

NEVER Do (Expert Anti-Patterns)

Design & Strategy
  • NEVER make all towers have the same niche; strictly ensure distinct specialties: Aura Slow, Armor Piercing, Anti-Air, Burst Sniper, and Splash Damage.
  • NEVER allow a "Death Spiral" with no exit; strictly provide small comeback bonuses or interest on saved gold to prevent early inevitable failure.
  • NEVER make early waves feel like busywork; strictly provide an "Early Call" bonus to skip wait times and accelerate engagement.
  • NEVER trust client-side economy updates; strictly require the authoritative server to validate currency addition and tower purchases in co-op.
Pathing & Placement
  • NEVER allow the player to "Seal" the exit in mazing games; strictly validate path existence with NavigationServer2D.map_get_path() before finalizing tower placement.
  • NEVER use synchronous bake_navigation_polygon() for mazing; strictly offload to a worker thread to prevent 100ms+ frame hitches during placement.
  • NEVER use global coordinates for grid logic; strictly convert to Vector2i/Vector3i to ensure pixel-perfect tower alignment.
Performance & Systems
  • NEVER call get_overlapping_bodies() every frame; strictly use signals (body_entered/body_exited) to maintain a local target cache.
  • NEVER use _process() for projectile movement if count > 500; strictly use the PhysicsServer2D/3D directly for high-performance bullet-hell tiers.
  • NEVER spawn hundreds of projectiles as full Nodes; strictly use Object Pooling to reuse resources and avoid garbage collection stutters.
  • NEVER use standard Strings for priorities; strictly use StringName (&"first", &"strongest") for O(1) hash comparisons in targeting loops.
  • NEVER ignore the progress property on PathFollow nodes; strictly use it as the O(1) way to identify the target closest to exit.
  • NEVER process tower search logic every frame; strictly throttle ACQUIRE searches (e.g., every 5-10 frames) to save significant CPU cycles.
  • NEVER scale Tower CollisionShape non-uniformly; strictly adjust the radius property of the Shape resource to preserve collision math.
  • NEVER delete enemies immediately on death; strictly use set_deferred("disabled", true) and wait one frame to prevent physics server crashes.
  • NEVER hardcode waves in huge switch statements; strictly use Custom Resources (.tres) for clean balancing and sequence editing.

🛠 Expert Components (scripts/)

Original Expert Patterns
  • wave_manager.gd - Professional wave orchestrator with Resource-based enemy composition and cleanup.
  • tower.gd - Base turret class with FSM state management and firing logic.
  • tower_targeting_system.gd - Autonomous priority logic (First/Last/Strongest/Weakest) for efficient targeting.
Modular Components

Decision Trees (MANDATORY script reads)

Path style
StyleApproachScripts / APIs
Fixed lanesPath2D / PathFollow2D progresswave_manager.gd, wave_resource_spawner.gd
MazingSeal-check before placeNavigationServer2D.map_get_path / AStarGrid2D (NEVER)
Organic curvesBezier PathFollow progressPrefer PathFollow over per-frame seek
Targeting priority
PrioritySort keyMANDATORY
FIRSTHighest progress (closest to exit)tower_targeting_system.gd
LASTLowest progresssame — LAST implemented
STRONGEST / WEAKESThealth desc / ascsame — WEAKEST implemented

Use signal-cached range Area enter/exit + frame-sliced acquire (acquire_interval_frames). Never get_overlapping_bodies() every frame.

Economy
ConcernRuleScript
Wave compositionResource .tres waveswave_manager.gd
Co-op purchasesServer validates goldtower_defense_patterns.gd
ComebackInterest / early-call bonusDesign-level — not tower FSM

PhysicsServer Projectile Golden Path

When count > ~500:

  1. MANDATORY tower_defense_patterns.gd spawn_fast_bullet (PhysicsServer3D kinematic RIDs).
  2. Pool RIDs; AoE via intersect_shape; defer collision disable on death.
  3. Modest counts: homing_projectile_3d.gd / pooled Nodes OK.
Show full SKILL.md (356 more words)Show less

Tower FSM

MANDATORY: tower.gd for idle → acquire → windup → fire. Targeting stays in tower_targeting_system.gd.

Deep recipes (on demand)

TopicReference / script
Waves / towers / pathsarchitecture-overview.md
Projectile lead & targetingkey-mechanics.md
Maze validation & burst searchelite-technical-patterns.md + grid_path_validator.gd

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation
  • Navigation introduction (2D) — NavigationRegion2D baking and map queries for mazing TD path validity.
  • Using NavigationAgents — agent path following and avoidance when towers reshape walkable space.
  • NavigationServer2D — map_get_path seal checks before committing tower placement.
  • AStarGrid2D — integer-grid path probes that simulate build cells without a full nav bake.
  • PathFollow2D — progress / progress_ratio for fixed-lane enemies and First/Last targeting.
  • PathFollow3D — 3D track followers used by wave spawners and homing aim references.
  • Using Area2D — signal-driven range caches (body_entered / body_exited) instead of per-frame overlap polls.
  • Physics introduction — layers/masks so tower ranges hit enemies, not other towers or walls.
  • Using servers — PhysicsServer bodies for high-count projectiles without Node overhead.
  • Resources — WaveDefinition .tres data instead of hard-coded spawn switches.
  • Using multiple threads — WorkerThreadPool / Thread patterns for async navigation rebakes during placement.
  • Using TileMaps — TileMapLayer grids for build cells, paths, and placement snapping.
Prerequisites
Complements
Downstream / consumers
  • godot-genre-rts — base defense and unit-placement loops that reuse path validation and economy pressure.
  • godot-multiplayer-networking — authoritative purchase validation and unreliable minion sync for co-op TD.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

© thedivergentai, LGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 15 other files (scripts, references) in skills/godot-genre-tower-defense of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/architecture-overview.md
  • references/common-pitfalls-extended.md
  • references/elite-technical-patterns.md
  • references/godot-tips.md
  • references/key-mechanics.md
  • references/migration-notes.md
  • scripts/burst_search_tower.gd
  • scripts/grid_path_validator.gd
  • scripts/homing_projectile_3d.gd
  • scripts/organic_enemy_movement.gd
  • scripts/tower.gd
  • scripts/tower_defense_patterns.gd
  • scripts/tower_targeting_system.gd
  • scripts/wave_manager.gd
  • scripts/wave_resource_spawner.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Tower Defense next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Godot Genre Tower Defense compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
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2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Godot Genre Tower Defense

What does Godot Genre Tower Defense do?

Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics. Godot Genre Tower Defense is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics.

When should I use Godot Genre Tower Defense?

Godot Genre Tower Defense fits situations like: tower placement strategy games; tasks that involve Game development.

How do I install Godot Genre Tower Defense in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-tower-defense -a claude-code`. Or copy the skill folder (skills/godot-genre-tower-defense in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-genre-tower-defense in your project. Claude Code loads it when a task matches its description.

How do I install Godot Genre Tower Defense in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-tower-defense -a codex`. Or copy the skill folder (skills/godot-genre-tower-defense in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-genre-tower-defense in your project. Codex loads it when a task matches its description.

Can I use Godot Genre Tower Defense in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-tower-defense -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-genre-tower-defense, .gemini/skills/godot-genre-tower-defense, .github/skills/godot-genre-tower-defense and .opencode/skills/godot-genre-tower-defense in your project.

What does Godot Genre Tower Defense need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Genre Tower Defense is instructions for the agent only.

Does Godot Genre Tower Defense access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Genre Tower Defense safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Genre Tower Defense use?

Godot Genre Tower Defense is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Genre Tower Defense use?

About 2.9k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3.4k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Tower Defense?

Skills that share tags, products or a category with Godot Genre Tower Defense: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Genre Tower Defense?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.