Build a Tower Defense Game in Godot: A Beginner's Guide

Posted by Gemma Ellison
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July 13, 2025

Ready to dive into game development but overwhelmed by complex engines? Godot is your answer. This open-source engine offers a user-friendly interface and a powerful scripting language (GDScript) perfect for beginners and seasoned developers alike. Let’s build a tower defense game and unlock the core mechanics that make this genre so addictive.

Setting Up the Battlefield

First, create a new Godot project. I strongly recommend using the 2D engine for simplicity. Why waste resources on 3D rendering when a flat plane serves our purposes perfectly?

Next, establish the playing field. Create a Node2D named “Level.” This will act as the parent node for all our game elements. Within “Level,” add a Path2D node. This node will define the route enemies will follow. Use the Curve2D within the Path2D to draw your desired path. Don’t make it too easy! A winding path is more challenging and therefore, more fun.

Pitfall: Forgetting to add enough points to your Curve2D results in jagged, unnatural enemy movement. Smooth curves are key. Use the handles on each point to fine-tune the path.

Enemy Wave Implementation

Enemies are the heart of any tower defense game. Let’s make them spawn in waves.

Create a new scene for your enemy, using a KinematicBody2D as the root. Add a Sprite node for the enemy’s visual representation, and a CollisionShape2D for collision detection.

Now, the magic happens with GDScript. Create a script attached to the “Level” node, responsible for spawning enemies. Use a Timer node to trigger the spawning of each wave.

extends Node2D

export (PackedScene) var enemy_scene
export (int) var wave_size = 5
export (float) var spawn_interval = 2

onready var path = $Path2D
var path_follow

func _ready():
    path_follow = PathFollow2D.new()
    path.add_child(path_follow)
    path_follow.loop = false
    $Timer.connect("timeout", self, "_on_Timer_timeout")
    $Timer.start()

func _on_Timer_timeout():
    for i in wave_size:
        var enemy = enemy_scene.instance()
        path_follow.add_child(enemy)
        enemy.set_global_position(path_follow.get_global_position()) # ensure proper world position
        enemy.path_follow = path_follow # pass PathFollow2D to enemy
        yield(get_tree().create_timer(spawn_interval), "timeout")

Challenge: Enemies bunching up and overlapping? Add a slight offset to their starting positions along the path. This creates visual separation and makes it easier for towers to target individual enemies.

Tower Placement System

Towers are your defense. Let’s enable placement.

Create a new scene for your tower, again using a Node2D as the root. Add a Sprite for the tower’s appearance. Crucially, add an Area2D with a CollisionShape2D covering the area where the tower can be placed.

The “Level” script will handle tower placement. When the player clicks, a new tower is instantiated at the mouse position, only if the area under the mouse is clear.

func _input(event):
    if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed:
        var tower_scene = preload("res://tower.tscn")  # Replace with your tower scene path
        var tower = tower_scene.instance()
        tower.position = get_global_mouse_position()
        # Check if the intended location is clear
        var space_state = get_world_2d().direct_space_state
        var result = space_state.intersect_point(get_global_mouse_position(), 1, [tower])  # Exclude the tower itself

        if result.empty():
            add_child(tower)
        else:
            print("Cannot place tower here!")

Actionable Insight: Don’t allow tower placement directly on the enemy path! This eliminates strategic depth. Use the intersect_shape method of DirectSpaceState2D to check for overlaps with the path.

Simple Projectile Attacks

Towers need to shoot! Let’s create a basic projectile.

Create a new scene for your projectile, using a KinematicBody2D. Add a Sprite for the projectile’s look and a CollisionShape2D. In the projectile script, define its movement and collision behavior.

extends KinematicBody2D

export (float) var speed = 200
var direction = Vector2()

func _physics_process(delta):
    var collision = move_and_collide(direction * speed * delta)
    if collision:
        if collision.collider.is_in_group("enemies"): #Assuming enemies are in the "enemies" group
            collision.collider.queue_free() #Kill the enemy for now
            queue_free() #Destroy projectile
        else:
            queue_free() #Destroy projectile

The tower script will handle projectile creation and launching.

extends Node2D

export (PackedScene) var projectile_scene
export (float) var fire_rate = 1  # Attacks per second
var can_fire = true

func _ready():
    $Timer.connect("timeout", self, "_on_Timer_timeout")

func _physics_process(delta):
    # Find the closest enemy
    var closest_enemy = null
    var closest_distance = INF
    for body in get_tree().get_nodes_in_group("enemies"):  # Assuming enemies are in the "enemies" group
        var distance = global_position.distance_to(body.global_position)
        if distance < closest_distance:
            closest_distance = distance
            closest_enemy = body

    # Fire at the closest enemy
    if closest_enemy != null and can_fire:
        fire(closest_enemy.global_position)
        can_fire = false
        $Timer.start(1.0 / fire_rate)

func fire(target_position):
    var projectile = projectile_scene.instance()
    get_parent().add_child(projectile)
    projectile.global_position = global_position
    projectile.direction = (target_position - global_position).normalized()

func _on_Timer_timeout():
    can_fire = true

Common Mistake: Projectiles not hitting enemies? Ensure your collision shapes are correctly sized and positioned. Also, double-check that you’re using global_position consistently for both the projectile and target. Furthermore, organize enemies in groups with add_to_group to make targeting easier.

This is just the foundation. Expanding on these core mechanics can lead to a surprisingly complex and engaging game. Think about adding different tower types, enemy abilities, and resource management. The possibilities are endless! The key is to start small, understand the fundamentals, and then iterate.