Agent skill

Godot Genre Idle Clicker

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for idle/clicker games including big number handling (mantissa + exponent system), exponential growth curves (costgrowthfactor 1.15x), generator systems (auto-producers), offline…

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Idle Clicker

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-idle-clicker -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-idle-clicker --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/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-genre-idle-clicker .claude/skills/godot-genre-idle-clicker && 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-genre-idle-clicker
GitHub stars
821
Token cost
~3.2k tokens
SKILL.md length
973 words
Files
19 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for idle/clicker games including big number handling (mantissa + exponent system), exponential growth curves (costgrowthfactor 1.15x), generator systems (auto-producers), offline…

  • Incremental games
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), 🛠 Expert Components (scripts/), Core Loop and Decision Trees, plus 4 more sections
  • Cookie clicker derivatives
  • Keywords: idlegame

What it does

Godot Genre Idle Clicker is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for idle/clicker games including big number handling (mantissa + exponent system), exponential growth curves (costgrowthfactor 1.15x), generator systems (auto-producers), offline progress calculation, prestige systems (reset for permanent multipliers), number formatting (K/M/B suffixes, scientific notation). Use for incremental games, idle games, or cookie clicker derivatives. Trigger keywords: idlegame, bignumber, exponentialgrowth, generatorsystem, offlineprogress, prestigesystem…

Its SKILL.md is about 3.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 20 other files, including scripts and reference files (for example `references/expert-idle-clicker-patterns.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Incremental games
  • Cookie clicker derivatives
  • Keywords: idlegame
  • Exponentialgrowth

Example prompts

  • “/godot-genre-idle-clicker”

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. 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

    Ships 16 files in scripts/, which the agent can run.

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

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    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 Genre Idle Clicker loads about 3.2k tokens when it runs, and up to ~5.6k if it reads all its reference files. Until then it costs about 139 tokens; SKILL.md has 973 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~139
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
~5.6k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 973 words, ~3,213 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-idle-clicker/SKILL.md (or your agent's skills folder). This skill also uses 18 other files; get the full folder from GitHub.
name
godot-genre-idle-clicker
description
Expert blueprint for idle/clicker games including big number handling (mantissa + exponent system), exponential growth curves (cost_growth_factor 1.15x), generator systems (auto-producers), offline progress calculation, prestige systems (reset for permanent multipliers), number formatting (K/M/B suffixes, scientific notation). Use for incremental games, idle games, or cookie clicker derivatives. Trigger keywords: idle_game, big_number, exponential_growth, generator_system, offline_progress, prestige_system, number_formatting.

NEVER Do (Expert Anti-Patterns)

Economics & Math
  • NEVER use standard floats for currency; strictly implement a BigNumber (Mantissa/Exponent) system (e.g., 1.5e300) to prevent INF crashes at 1e308.
  • NEVER use Timer nodes for revenue generation; strictly use a manual accumulator in _process(delta) to prevent drift during frame fluctuations.
  • NEVER hardcode generator costs or growth; strictly use an exponential formula: Cost = BasePrice * pow(GrowthFactor, OwnedCount) (industry standard 1.15x).
  • NEVER evaluate exact float equality (==); strictly use is_equal_approx() or >= to prevent "stuck" progress due to precision loss.
  • NEVER parse scientific notation strings with to_int(); strictly use to_float() or a dedicated BigNumber parser.
Performance & Optimization
  • NEVER update all UI labels every frame; strictly use Signals to update labels ONLY when values change, or throttle updates to 10 FPS.
  • NEVER ignore Low Processor Usage Mode for mobile; strictly enable OS.low_processor_usage_mode = true to preserve battery life.
  • NEVER instantiate/delete hundreds of text nodes per second; strictly use Object Pooling or MultiMeshInstance for click-feedback.
  • NEVER update massive logs by modifying the text property; strictly use append_text() to prevent main thread blocking.
Player Experience & Persistence
  • NEVER ignore Offline Progress; strictly calculate seconds_offline * total_revenue using system UNIX timestamps (Time.get_unix_time_from_system()).
  • NEVER make the "Prestige" reset feel like a loss; strictly provide a global multiplier that makes the next run significantly faster (2-5x).
  • NEVER calculate offline time using Time.get_ticks_msec(); strictly use Persistent UNIX timestamps as ticks reset on app restart.
  • NEVER use Node hierarchies for raw data; strictly use RefCounted or Resource objects for lightweight, serializable logic.

🛠 Expert Components (scripts/)

MANDATORY reads before implementing the matching system:

  1. big_number.gd — mantissa + exponent beyond float INF
  2. generator.gd — exponential cost / rate units
  3. scientific_notation_formatter.gd — K/M/B/T + scientific display
  4. offline_progress_calculator.gd — UNIX offline catch-up (not ticks_msec)
Original Expert Patterns
Modular Components

Core Loop

  1. Click → 2. Buy generators → 3. Idle income → 4. Upgrade → 5. Prestige

Decision Trees

Numbers & display
NeedAction
Values past ~1e308MANDATORY big_number.gd
Labels / abbreviationsMANDATORY scientific_notation_formatter.gd
Cost curve ~1.15^ngenerator.gd + precision_cost_validator.gd
Offline & perf
NeedAction
Offline catch-upMANDATORY offline_progress_calculator.gd (UNIX time)
Long catch-upthreaded_catchup_simulator.gd
Battery / idle CPUidle_performance_setup.gd

Do not re-inline BigNumber/Offline tutorials in the skill body — load the scripts above.

Skill Chain

PhaseSkillsPurpose
1. Mathgodot-gdscript-masteryBig-number arithmetic
2. UIgodot-ui-containers, labelsScientific / suffix labels
3. Datagodot-save-load-systemsOffline timestamps + prestige
4. LogicsignalsThrottled economy UI
5. Balancegodot-monte-carlo-balancerMinutes-to-milestone bands

Common Pitfalls

PitfallSolution
Wrong Expert Component hrefsLinks above point at canonical big_number / generator / formatter
Time.get_ticks_msec offlineUse UNIX via offline calculator
UI every frameSignal-throttle via economy bus / performance setup

Expert knowledge (on demand)

LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Show full SKILL.md (428 more words)Show less
Official Documentation
  • Idle and physics processing — Revenue must accumulate in _process(delta) (or a fixed sim tick), not drifting Timer nodes, so generators stay frame-rate independent.
  • Time — Offline catch-up uses Time.get_unix_time_from_system(); never get_ticks_msec(), which resets when the app restarts.
  • Saving games — Persist currency, generator counts, prestige multipliers, and last-save UNIX timestamps so welcome-back earnings survive restarts.
  • Data paths — Keep save blobs under user:// so offline timestamps and big-number strings remain writable across platforms.
  • Resources — Generators, upgrades, and prestige curves belong as .tres Resources so designers retune cost_growth_factor without code changes.
  • GDScript exports — @export base costs, revenue rates, and growth factors so balance sheets stay Inspector-driven.
  • Using signals — Emit currency_updated only when balances change so HUD labels do not rewrite every frame.
  • OS — Enable OS.low_processor_usage_mode (and sleep usec) for mobile idle sessions that spend most time waiting on generators.
  • Using multiple threads — Long offline catch-up sims belong on WorkerThreadPool; UI must not block while thousands of ticks replay.
  • Thread-safe APIs — Marshaling sim results to Labels requires call_deferred / main-thread rules from this page.
  • Formatting strings — K/M/B suffixes and %.2fe%d scientific display depend on correct format strings (and String.num_scientific when appropriate).
  • RefCounted — BigNumber and upgrade payloads should be lightweight RefCounted/Resource data, not Node trees.
Prerequisites
  • godot-gdscript-mastery — Mantissa/exponent classes, pow growth, and precision-safe compares (is_equal_approx) are core GDScript patterns before building idle economies.
  • godot-resource-data-patterns — Generator and upgrade definitions should be Resource-first so balance curves stay data-driven .tres assets.
  • godot-signal-architecture — Decoupled currency buses must signal up to UI and never let Labels mutate the simulation wallet.
  • godot-save-load-systems — Offline progress and prestige state need versioned save handlers that store UNIX timestamps and big-number strings safely.
Complements
  • godot-economy-system — Soft-currency wallets, sinks, and transaction APIs compose with idle generators when the game grows shops or prestige shops.
  • godot-ui-containers — Generator lists and upgrade grids are GridContainer/VBoxContainer layouts bound to throttle-friendly labels.
  • godot-ui-rich-text — Scientific notation, suffix strings, and append-only logs belong in Label/RichTextLabel patterns rather than rebuilding huge text blobs.
  • godot-performance-optimization — Low-processor mode, UI throttling, and pooled click-juice keep idle loops battery-friendly on mobile.
  • godot-autoload-architecture — Simulation managers and economy buses that survive scene reloads should follow Autoload ownership rules.
  • godot-particles — Click-feedback bursts should use batched GPUParticles2D.emit_particle rather than spawning Label nodes per tap.
Downstream / consumers
  • godot-monte-carlo-balancer — After cost curves and prestige multipliers are Resource-driven, Monte Carlo career sims prove minutes-to-milestone bands (not win%) before shipping growth factors.
  • godot-platform-mobile — Shipping idle on phones consumes low-processor mode, background resume, and offline catch-up patterns from this genre skill.
Master
  • godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

© thedivergentai, LGPL-3.0. 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 18 other files (scripts, references) in skills/godot-genre-idle-clicker of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/expert-idle-clicker-patterns.md
  • references/migration-notes.md
  • scripts/big_int_save_parser.gd
  • scripts/big_number.gd
  • scripts/big_real.gd
  • scripts/click_juice_manager.gd
  • scripts/decoupled_economy_signal_bus.gd
  • scripts/functional_income_reducer.gd
  • scripts/generator.gd
  • scripts/idle_performance_setup.gd
  • scripts/lightweight_upgrade_resource.gd
  • scripts/offline_progress_calculator.gd
  • scripts/offline_progression_manager.gd
  • scripts/precision_cost_validator.gd
  • scripts/scientific_notation_formatter.gd
  • scripts/scientific_notation_math.gd
  • scripts/thread_safe_ui_updater.gd
  • scripts/threaded_catchup_simulator.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Idle Clicker 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 Genre Idle Clicker compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Genre Idle Clicker this skillthedivergentai/GD-Agentic-Skills821—~3.2kAutomated safety check: PassLGPL-3.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
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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 Genre Idle Clicker

What does Godot Genre Idle Clicker do?

Expert blueprint for idle/clicker games including big number handling (mantissa + exponent system), exponential growth curves (costgrowthfactor 1.15x), generator systems (auto-producers), offline…. Godot Genre Idle Clicker is an agent skill from thedivergentai/GD-Agentic-Skills.15x), generator systems (auto-producers), offline progress calculation, prestige systems (reset for permanent multipliers), number formatting (K/M/B suffixes, scientific notation).

When should I use Godot Genre Idle Clicker?

Godot Genre Idle Clicker fits situations like: incremental games; cookie clicker derivatives; keywords: idlegame; exponentialgrowth.

How do I install Godot Genre Idle Clicker in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-idle-clicker -a claude-code`. Or copy the skill folder (skills/godot-genre-idle-clicker in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-genre-idle-clicker in your project. Claude Code loads it when a task matches its description.

How do I install Godot Genre Idle Clicker in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-idle-clicker -a codex`. Or copy the skill folder (skills/godot-genre-idle-clicker in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-genre-idle-clicker in your project. Codex loads it when a task matches its description.

Can I use Godot Genre Idle Clicker 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 thedivergentai/GD-Agentic-Skills --skill godot-genre-idle-clicker -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-genre-idle-clicker, .gemini/skills/godot-genre-idle-clicker, .github/skills/godot-genre-idle-clicker and .opencode/skills/godot-genre-idle-clicker in your project.

What does Godot Genre Idle Clicker need to run?

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

Does Godot Genre Idle Clicker access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Genre Idle Clicker 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Genre Idle Clicker use?

Godot Genre Idle Clicker is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Genre Idle Clicker 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 2.3k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Idle Clicker?

Skills that share tags, products or a category with Godot Genre Idle Clicker: 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 Genre Idle Clicker?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.