Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill tower-defensegit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/tower-defense)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/tower-defense"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/tower-defense/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/tower-defense"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/tower-defense.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00046 | $0.01629 |
| Opus 5 | $0.00023 | $0.00814 |
| Sonnet 5 | $0.00009 | $0.00326 |
| Haiku 4.5 | $0.00005 | $0.00163 |
Grade A, and why
tower-defense scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 122 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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
| 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. |
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 12d ago First seen · 122 lines · 46 tokens per session scan A 27f35ea5defd
tower-defense is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 46 tokens to every session and 1,629 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
profiler-save-data
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
assets-shader-list-all
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.
profiler-stop
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.