Agent skill

Godot Brainstorming

by jame581 in jame581/GodotPrompter

A skill your agent uses when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions

MITAuto-check passedGame Development

Install Godot Brainstorming

skills CLI
$ npx skills add jame581/GodotPrompter --skill godot-brainstorming -a claude-code

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

GitHub CLI
$ gh skill install jame581/GodotPrompter godot-brainstorming --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/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-brainstorming .claude/skills/godot-brainstorming && 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-brainstorming
GitHub stars
805
Token cost
~3.2k tokens
SKILL.md length
1,657 words
Files
3 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions

  • Works in 4 steps: Settle the decisions → Propose 2-3 approaches → Design with approval → …
  • Designing a new Godot feature
  • SKILL.md covers Process: How to Brainstorm, 1. When to Use, 2. Scene Tree Planning and 3. Picking Node Types and…, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Godot Brainstorming is an agent skill from jame581/GodotPrompter. Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions

Its SKILL.md is about 3.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/example-chest.md` and `references/node-selection.md`).

It sits in Game Development, covering Game development and Brainstorming. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Designing a new Godot feature
  • System — guides scene tree planning
  • Node type selection
  • Architectural decisions

Example prompts

  • “/godot-brainstorming”

Workflow steps

4 steps, taken from the step headings in SKILL.md.

  1. Settle the decisions
  2. Propose 2-3 approaches
  3. Design with approval
  4. Prepare for implementation

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. 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

    No scripts in the folder and no shell commands in SKILL.md.

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

  • Network

    No URLs in SKILL.md.

    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 Brainstorming loads about 3.2k tokens when it runs, and up to ~5.3k if it reads all its reference files. Until then it costs about 37 tokens; SKILL.md has 1,657 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~37
When it runs · the whole SKILL.md, loaded when a task matches
~3.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.3k

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); files beside SKILL.md are not scanned.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,657 words, ~3,205 tokens.

Download SKILL.mdSave it as .claude/skills/godot-brainstorming/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
godot-brainstorming
description
Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions

Godot Brainstorming

A structured design process for Godot 4.3+ features and systems — from blank slate to a clear scene tree, signal map, and data flow before you write a single line of implementation code.

Related skills: godot-grill for settling open design decisions first, scene-organization for scene tree composition patterns, component-system for component-based architecture, event-bus for signal-based communication design.


Process: How to Brainstorm

Do NOT jump straight to designing. Follow these steps:

Step 1: Settle the decisions

If the request has open design decisions (scope, dimension, authority, data home, …), invoke godot-prompter:godot-grill and let it run to its end. Skip it when a record in the project's decisions or ADR directory already covers this feature, or the user has stated the decisions. Either way, check what already exists (code, scenes, assets). Carry the record into Step 2 — approaches must respect its settled rows.

Step 2: Propose 2-3 approaches

With the decisions settled, propose architectural options with trade-offs. For example:

  • "Enum FSM vs Node FSM for your state machine — here's when each fits"
  • "EventBus vs direct signals for your systems — here's the trade-off" Lead with your recommendation and explain why.
Step 3: Design with approval

Present the design section by section (scene tree, signal map, data flow). Ask "does this look right?" after each section before continuing.

Step 4: Prepare for implementation

After the design is approved:

  1. Offer the agent instructions section — Ask whether to add the GodotPrompter integration section to the file this project already uses for agent instructions (see Agent Instructions Injection below). It is what tells subagents and future sessions to use GodotPrompter skills. Skip silently if a ## GodotPrompter section already exists in any of them, or if the user has declined before. Never add it without agreement.

  2. Create implementation plan — If a planning skill is available (e.g., superpowers:writing-plans), use it; if not, break the design into ordered tasks yourself. Either way the project decides where the plan is saved: the user's instructions or the project's agent instructions file; then the planning skill's convention; then an existing plans directory. If none applies, ask the user, suggesting docs/plans/, or use docs/plans/ when you cannot ask.

  3. Annotate each task with skills — Every task in the plan that involves a Godot system MUST list which godot-prompter:* skill(s) to invoke during implementation. Example:

    • Task 3: Player movement — Create CharacterBody3D with walk, sprint, jump. Skills: godot-prompter:player-controller, godot-prompter:input-handling

    This ensures that even when another plugin executes the plan, the implementing agent knows which GodotPrompter skills to load.


1. When to Use

Start here whenever you are:

  • Adding a new feature — a chest, a dialogue system, a crafting bench, a skill tree
  • Creating a new scene — you need to decide what nodes it contains and how they communicate
  • Choosing between approaches — inheritance vs. composition, Autoload vs. Resource, 2D vs. 3D
  • Feeling stuck on structure — the code works but the scene tree feels wrong
  • Onboarding someone — you need to explain the design of an existing system

If you already know exactly what nodes you need and how they connect, skip this skill and build. Use it when uncertainty is slowing you down.


2. Scene Tree Planning

Sketch the scene tree on paper (or in a comment block) before opening the Godot editor. The goal is to answer three questions for every node:

  1. What does this node own? (data, child nodes, visual representation)
  2. What does this node do? (its single responsibility)
  3. How does it talk to neighbors? (signals up, method calls down, EventBus sideways)
Planning Steps
  1. Name the root node and its type — this defines the scene's contract with the world.
  2. List immediate children by responsibility group, not by Godot node type.
  3. Assign a Godot node type to each entry.
  4. Identify every signal the scene emits and every signal it consumes.
  5. Mark which nodes should be separate .tscn files (reuse candidates).
Example: Planning a "Chest" Interactable

Step 1 — Name and root type

A Chest is a world object the player walks up to and opens. It is not a physics body; it does not move. Root: StaticBody2D or Node2D.

Step 2 — Responsibility groups

  • Visual representation (sprite, animation)
  • Collision / interaction trigger (detect player proximity)
  • Loot data (what items are inside)
  • UI feedback (prompt label, open animation trigger)
  • State (is it open or closed?)

Step 3 — Assign node types

Chest (StaticBody2D)
├── Sprite2D                  # closed/open frame, or swap texture on open
├── AnimationPlayer           # open animation
├── CollisionShape2D          # physical body shape (blocks player)
├── InteractionArea (Area2D)  # detect when player is close enough
│   └── CollisionShape2D      # slightly larger than body shape
├── PromptLabel (Label3D or Label) # "Press F to open"
└── LootTable (Node)          # holds @export var items: Array[ItemData]

Step 4 — Signal map

SignalEmitted byConnected toPurpose
body_entered(body)InteractionAreaChest._on_area_body_enteredShow prompt when player enters range
body_exited(body)InteractionAreaChest._on_area_body_exitedHide prompt when player leaves
opened(loot: Array[ItemData])ChestInventorySystem or EventBusDeliver loot to whoever owns the inventory
animation_finished(name)AnimationPlayerChest._on_animation_finishedLock chest after open animation completes

Step 5 — Reuse candidates

LootTable is likely reused by barrels, enemies, and shop crates — extract it as a separate .tscn component.

For the resulting GDScript and C# Chest sketches, plus the four-part design entry (Scene Tree, Node Responsibilities, Signal Map, Data Flow) used to document this design, see references/example-chest.md.


3. Picking Node Types and Dimension

Two lookups belong here but are pure recall — load them only when the answer is not already obvious:

  • Which node for which need? CharacterBody vs RigidBody vs StaticBody vs Area, UI vs world-space labels, particles, cameras, spawn markers.
  • 2D, 3D, or 2.5D? Selection criteria for each, hybrid techniques (billboarded sprites, orthographic 3D, SubViewport UI), and the performance consequences.

Two Godot 4.3+ specifics are easy to get wrong and worth stating up front: tile-based levels use TileMapLayer (one layer per node — TileMap is deprecated), and blend-tree locomotion needs an AnimationTree paired with an AnimationPlayer, not an AnimationPlayer alone.

Full need-to-node table, the 2D/3D decision criteria, and 2.5D hybrid techniques: references/node-selection.md


Show full SKILL.md (725 more words)Show less

4. Questions to Ask Before Building

Work through this checklist before creating your first node.

  • What data does this system need? — List every piece of state: position, health, item count, flags
  • Who owns each piece of data? — Assign one authoritative owner per value; avoid duplicating state
  • How does it communicate? — Signals up the tree, method calls down, EventBus for cross-system events
  • Can it be reused? — If yes, it should be a separate .tscn scene with a clean @export interface
  • Does it need persistence? — If the data must survive scene changes or game restarts, plan a save system early
  • What is the scene tree? — Sketch at least two levels deep before touching the editor
  • What signals does it emit? — List every signal name, its arguments, and who connects to it
  • What are the failure modes? — What happens if a required node is missing? If a signal fires twice?
  • What is the minimum viable version? — Build that first; add complexity only when it is needed

5. Common Architecture Decisions

If you need...Consider...Why
Global state accessible anywhereAutoload (singleton)Registered in Project Settings; available as a named global
Data shared between multiple scenesResource (.tres / .res)Saved as an asset; @export-able; survives scene reloads
Reusable behavior across entity typesComponent sceneInstantiate as a child; each entity opts in by including the scene
Complex entity behavior with many statesState machineExplicit enter/exit per state; prevents if-chain sprawl
Events between systems that don't share a parentEventBus AutoloadDecouples sender and receiver; any node can connect
Data that must persist across sessionsSave system with JSON or binarySerialize Resource or Dictionary; load on _ready
Configurable game data (stats, items, levels)Resource with @export fieldsEdit values in the Inspector; no code change required
Spawning scenes at runtimePackedScene + instantiate()Store @export var scene: PackedScene; call scene.instantiate()
Running code on a delay or intervalTimer nodeCleaner than _process frame counters; supports one-shot and loop
Gradual transitions (fade, lerp, tween)Tweencreate_tween() is built-in; no extra node required in Godot 4

6. Design Output Format

Capture your design in a comment block at the top of the root script, or in a DESIGN.md file next to the scene. A complete design entry has four parts: a scene tree ASCII diagram, a node responsibilities table, a signal map (signal → source → consumer → payload), and a data flow trace showing how a triggering event propagates through the tree.

See references/example-chest.md for a fully worked four-part entry built around the Chest interactable.


Design Checklist

  • Scene tree sketched at least two levels deep before opening the editor
  • Every node has a single named responsibility
  • All signals listed with name, source, consumer, and payload type
  • Data ownership assigned — no value stored in two places
  • Reuse candidates extracted to separate .tscn files
  • Communication pattern chosen: signals up, calls down, EventBus sideways
  • Persistence requirements identified before building data structures
  • Architecture decision table consulted for global state, shared data, and events

Agent Instructions Injection

When preparing for implementation (Step 4), add the following section to the file this project uses for agent instructions. Check for an existing ## GodotPrompter heading in all of CLAUDE.md, CLAUDE.local.md, .claude/CLAUDE.md, AGENTS.md, GEMINI.md, .github/copilot-instructions.md, and the .claude/rules/ and .cursor/rules/ directories — if it is present anywhere, skip.

A previous refusal counts as an answer. The SessionStart hook records one as "section_offer": "declined" in this project's ~/.godot-prompter/state/<hash>.json (godot-prompter:godot-mentor documents the file and how the hash is computed) — if that key is set, do not ask again. Record a refusal there yourself, merged into any existing keys, when the user declines here.

Write it to the file the project already maintains, not to a second one:

  • CLAUDE.md exists → add it there.
  • Only AGENTS.md or GEMINI.md exists → add it there, so the repo stays agent-agnostic. Claude Code reads CLAUDE.md only, so if the user wants it loaded there too, a one-line CLAUDE.md containing @AGENTS.md does that — offer it, do not assume it.
  • Nothing exists → create CLAUDE.md with a project overview header and this section.

GodotPrompter

This is a Godot project with GodotPrompter skills available. Before implementing any game system, you MUST check for a matching godot-prompter:* skill and invoke it. This applies to all agents, subagents, and sessions working in this repository.

Key skills: player-controller, state-machine, event-bus, scene-organization, component-system, resource-pattern, godot-ui, hud-system, ai-navigation, camera-system, audio-system, save-load, inventory-system, godot-testing.

For the full skill list, invoke godot-prompter:using-godot-prompter.

© jame581, MIT. 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 2 other files (references) in skills/godot-brainstorming of jame581/GodotPrompter.

  • SKILL.md
  • references/example-chest.md
  • references/node-selection.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Godot Brainstorming 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 Brainstorming compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Brainstorming this skilljame581/GodotPrompter805—~3.2kAutomated safety check: PassMIT
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
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 Brainstorming

What does Godot Brainstorming do?

A skill your agent uses when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions. Godot Brainstorming is an agent skill from jame581/GodotPrompter.

When should I use Godot Brainstorming?

Godot Brainstorming fits situations like: designing a new Godot feature; system — guides scene tree planning; Node type selection; architectural decisions.

How do I install Godot Brainstorming in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill godot-brainstorming -a claude-code`. Or copy the skill folder (skills/godot-brainstorming in jame581/GodotPrompter) into .claude/skills/godot-brainstorming in your project. Claude Code loads it when a task matches its description.

How do I install Godot Brainstorming in Codex?

Run `npx skills add jame581/GodotPrompter --skill godot-brainstorming -a codex`. Or copy the skill folder (skills/godot-brainstorming in jame581/GodotPrompter) into .agents/skills/godot-brainstorming in your project. Codex loads it when a task matches its description.

Can I use Godot Brainstorming 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 jame581/GodotPrompter --skill godot-brainstorming -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-brainstorming, .gemini/skills/godot-brainstorming, .github/skills/godot-brainstorming and .opencode/skills/godot-brainstorming in your project.

What does Godot Brainstorming need to run?

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

Does Godot Brainstorming access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Godot Brainstorming 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. Review the folder before installing.

What licence does Godot Brainstorming use?

Godot Brainstorming is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Brainstorming use?

About 3.2k tokens (SKILL.md is roughly 13k 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 2.1k tokens, read only when the agent opens those files.

What are the alternatives to Godot Brainstorming?

Skills that share tags, products or a category with Godot Brainstorming: 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 Brainstorming?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 805 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 9, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.