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Godot · Game design
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| # | Skill | Repository | Stars | Used in | Tokens | Auto-check | Licence | Updated |
|---|---|---|---|---|---|---|---|---|
| 1 | Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. | 925236118/ | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | 3 days ago |
| 2 | Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. | thedivergentai/ | 821 | — | ~3.3k | Automated safety check: Pass | LGPL-3.0 | 1 mo ago |
| 3 | Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding. | jame581/ | 805 | — | ~3k | Automated safety check: Pass | MIT | 2 days ago |
| 4 | Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). | thedivergentai/ | 821 | — | ~3.7k | Automated safety check: Pass | LGPL-3.0 | 1 mo ago |
| 5 | Writes the missing GDD section, architecture decision record or concept document by reading existing code and prototypes. | Donchitos/ | 26k | — | ~4k | Automated safety check: Pass | MIT | 3 days ago |
| 6 | Shows how to build cameras in Godot 4.3 and later: smooth follow, trauma-based screen shake, camera zones and transitions, with GDScript and C# examples for 2D and 3D. | jame581/ | 805 | — | ~2.8k | Automated safety check: Pass | MIT | 2 days ago |
| 7 | Data-driven resource harvesting (mining, logging, foraging) for Godot 4: applyhit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestablenode shake/deplete… | thedivergentai/ | 821 | — | ~2.6k | Automated safety check: Pass | LGPL-3.0 | 1 mo ago |
| 8 | Manage Godot input action mappings in project.godot. An agent skill from RandallLiuXin/GodotMaker. | RandallLiuXin/ | 550 | 1 repo | ~727 | Automated safety check: Pass | Unknown | 24 days ago |
| 9 | Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design… | thedivergentai/ | 821 | — | ~3.5k | Automated safety check: Pass | LGPL-3.0 | 1 mo ago |
| 10 | 10.Godot Build Godot games with GDScript, native gameplay assertions and sandboxed Web exports. | autonomous-ai/ | 1.2k | — | ~570 | Automated safety check: Pass | MIT | yesterday |
| 11 | Expert collection-loop systems for collectible IDs, scavenger hunts, completion archives, nearest-item compass UI, hidden spawners, and persistent find-all-X progress. | thedivergentai/ | 821 | — | ~2.4k | Automated safety check: Pass | LGPL-3.0 | 1 mo ago |
| 12 | Expert patterns for racing mechanics, checkpoint tracking, and ghost recording/playback in Godot 4. | thedivergentai/ | 821 | — | ~3.1k | Automated safety check: Pass | LGPL-3.0 | 1 mo ago |
| 13 | Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. | thedivergentai/ | 821 | — | ~3.3k | Automated safety check: Pass | LGPL-3.0 | 1 mo ago |
| 14 | Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win… | thedivergentai/ | 821 | — | ~3.2k | Automated safety check: Pass | LGPL-3.0 | 1 mo ago |
| 15 | 15.Game Design A skill your agent uses when designing or repairing what makes a game fun — verbs and mechanics, moment-to-moment/session/meta loops, progression, economy faucets and sinks, difficulty curves… | ericrisco/ | 180 | — | ~3.6k | Automated safety check: Pass | MIT | 2 days ago |