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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 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
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