Agent skill

Godot Genre Metroidvania

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss…

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Metroidvania

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-metroidvania --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-metroidvania .claude/skills/godot-genre-metroidvania && 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-metroidvania
GitHub stars
821
Token cost
~4k tokens
SKILL.md length
1,149 words
Files
21 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss…

  • Works in 4 steps: Game State & Persistence → Room Transitions & Fast Travel → Ability Gating → …
  • Exploration platformers
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), 🛠 Expert Components (scripts/), Core Loop and Skill Chain, plus 5 more sections
  • Action-adventure games

What it does

Godot Genre Metroidvania is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, abilitygating, interconnectedworld, backtracking, mapsystem, persistentstate, roomtransition, softlocks.

Its SKILL.md is about 4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 22 other files, including scripts and reference files (for example `references/expert-metroidvania-patterns.md` and `references/migration-notes.md`).

It sits in Game Development, covering Agent memory and 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

  • Exploration platformers
  • Action-adventure games
  • Keywords: metroidvania
  • Interconnectedworld

Example prompts

  • “/godot-genre-metroidvania”

Workflow steps

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

  1. Game State & Persistence
  2. Room Transitions & Fast Travel
  3. Ability Gating
  4. Map / Fog

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 Metroidvania loads about 4k tokens when it runs, and up to ~6k if it reads all its reference files. Until then it costs about 137 tokens; SKILL.md has 1,149 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~137
When it runs · the whole SKILL.md, loaded when a task matches
~4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~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). 1,149 words, ~4,000 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-metroidvania/SKILL.md (or your agent's skills folder). This skill also uses 20 other files; get the full folder from GitHub.
name
godot-genre-metroidvania
description
Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks.

NEVER Do (Expert Anti-Patterns)

World Design & Exploration
  • NEVER allow "Soft-Locks" where a player is trapped; if they enter via a one-way path ("valve"), they MUST be able to leave using current abilities. Always design fail-safe escape routes.
  • NEVER create empty dead ends; if a player backtracks to a remote area, they MUST be rewarded with a collectible, lore, or currency. Empty rooms are design failures.
  • NEVER make backtracking purely repetitive; as the player gains movement (Dash/Teleport), traversal through old areas MUST become faster. Open shortcuts to bypass long, early routes.
  • NEVER hide the critical path without "crumbs"; use distinct Landmarks, unique lighting, or environmental storytelling to build the player's mental map.
  • NEVER design abilities that serve only one purpose; strictly implement dual-use traversal and combat functionality (e.g., a "Dash" that crosses gaps and dodges attacks).
Persistence & Mapping
  • NEVER forget to save persistent room state; if a player opens a chest or defeats a boss, that state MUST remain saved when they leave and return.
  • NEVER load interconnected rooms synchronously via load(); strictly use ResourceLoader.load_threaded_request() for seamless transitions.
  • NEVER track global progression within localized room scripts; strictly use Autoload Singletons for global ability flags and world state.
  • NEVER use floating-point types for grid coordinates (minimaps/fog); strictly use Vector2i to prevent precision jitter.
  • NEVER manipulate the SceneTree directly from a background loading thread; strictly use call_deferred().
Physics & Controls
  • NEVER calculate jump arcs or dashes inside _process(); strictly use _physics_process() to prevent stutter.
  • NEVER multiply CharacterBody2D velocity by delta before move_and_slide(); the engine handles this internally.
  • NEVER poll is_action_just_pressed() inside _physics_process() for buffering; strictly capture events in _unhandled_input().
  • NEVER use standard strings for high-frequency ability checks; strictly use StringName (&"dashing") for pointer-speed comparisons.
  • NEVER iterate through every node to broadcast updates; strictly use SceneTree.call_group() for efficient mass communication.
  • NEVER delete active room/player nodes via free(); strictly use queue_free() to avoid segmentation faults.

🛠 Expert Components (scripts/)

Golden-path order (MANDATORY reads)
  1. Persistence / flags — metroid_game_state.gd + persistent_progression_system.gd
  2. Ability definitions / gates — ability_unlock_resource.gd + progression_gate_manager.gd
  3. Room stream / switch — background_room_streamer.gd + safe_scene_switcher.gd
  4. Map fog — minimap_fog_manager.gd (orchestrator) with minimap_fog.gd / minimap_fog_revealer.gd
Original Expert Patterns
Modular Components

Core Loop

  1. Exploration → blocked by a lock
  2. Discovery → key ability / boss
  3. Acquisition → new traversal/combat tool
  4. Backtracking → shortcuts + dual-use abilities
  5. Progression → new biome opens

Skill Chain

PhaseSkillsPurpose
1. Charactergodot-characterbody-2d, godot-state-machine-advancedTight movement + ability states
2. Worldgodot-tilemap-mastery, godot-scene-managementRooms, biomes, threaded transitions
3. Systemsgodot-save-load-systems, godot-ability-systemPersist gates/collectibles; unlock keys
4. UIgodot-ui-containers, godot-inventory-systemMap / inventory / HUD
5. Balancegodot-monte-carlo-balancerSoft-lock risk, backtrack length

Architecture (script-first — no inline recipes)

1. Game State & Persistence

MANDATORY: metroid_game_state.gd + persistent_progression_system.gd. Rooms never own global ability flags. Room metadata uses resource_local_to_scene so instanced rooms do not share collectible state.

2. Room Transitions & Fast Travel

MANDATORY: background_room_streamer.gd + safe_scene_switcher.gd.

Fast travel must match NEVER (threaded load + deferred swap) — never ResourceLoader.load() / sync change_scene:

gdscript
class_name FastTravelSystem extends Node

var _pending_path: String = ""
var _spawn_id: StringName = &""

func travel_to_room(scene_path: String, spawn_id: StringName) -> void:
    _pending_path = scene_path
    _spawn_id = spawn_id
    var err := ResourceLoader.load_threaded_request(scene_path)
    if err != OK:
        push_error("Fast travel request failed: %s" % scene_path)
        return
    set_process(true)

func _process(_delta: float) -> void:
    var status := ResourceLoader.load_threaded_get_status(_pending_path)
    if status == ResourceLoader.THREAD_LOAD_IN_PROGRESS:
        return
    set_process(false)
    if status != ResourceLoader.THREAD_LOAD_LOADED:
        push_error("Fast travel load failed: %s" % _pending_path)
        return
    var packed := ResourceLoader.load_threaded_get(_pending_path) as PackedScene
    # SceneTree work must be deferred — never from a worker thread
    call_deferred("_swap_room", packed, _spawn_id)

func _swap_room(packed: PackedScene, spawn_id: StringName) -> void:
    GlobalState.target_spawn_id = spawn_id
    get_tree().change_scene_to_packed(packed)
3. Ability Gating

MANDATORY: ability_unlock_resource.gd + progression_gate_manager.gd + ability_state_machine.gd. Gates query StringName abilities from the Autoload — do not hardcode ability strings in room scripts.

4. Map / Fog

MANDATORY: minimap_fog_manager.gd. Use Vector2i cells only.


Design Principles (from Dreamnoid)

  • Ability Versatility — traversal + combat dual use
  • Practice Rooms — teach before punish
  • Landmarks — mental map without explicit markers
  • Item micro-stories — lore without cutscene walls

Common Pitfalls

  1. Softlocks on one-way valves — always design an escape with current abilities
  2. Backtracking tedium — shortcuts + faster movement after unlocks
  3. Empty dead ends — every remote path needs a reward
  4. Sync room loads — violates NEVER; use threaded request + deferred swap
Show full SKILL.md (439 more words)Show less

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.

Official Documentation
  • Using CharacterBody2D — move_and_slide, floor detection, and velocity rules for coyote/buffer jumps and dash traversal.
  • Idle and Physics Processing — keep jump arcs, dashes, and wall slides in _physics_process; capture buffers in input callbacks.
  • InputEvent — _unhandled_input jump/ability buffering so presses are not lost between physics ticks.
  • Background loading — ResourceLoader.load_threaded_request for adjacent-room preload without hitch spikes.
  • Change scenes manually — deferred room swaps, spawn door IDs, and safe queue_free of the outgoing room.
  • Saving games — persist abilities, opened gates, collectibles, and visited map cells across sessions.
  • Singletons (Autoload) — global progression/game-state ownership so rooms never keep conflicting ability flags.
  • Resources — ability unlock definitions and room metadata as .tres data with safe duplication.
  • Using Tilemaps — TileMapLayer + Vector2i cells for minimap fog revelation and grid room tracking.
  • Camera2D — room limit_* bounds and tweened limit handoffs for seamless camera room transitions.
  • Using Area2D — doors, save stations, and hazard triggers via body_entered without hard scene coupling.
  • Groups — call_group for save-station heal/respawn broadcasts instead of walking the whole tree.
Prerequisites
  • godot-project-foundations — autoloads, scene layout, and project settings before stacking room streaming and global progression.
  • godot-characterbody-2d — tight platformer locomotion is the substrate under ability-gated traversal (dash, wall slide, double jump).
  • godot-tilemap-mastery — layered TileMap/TileMapLayer authorship for gameplay collision, landmarks, and minimap fog grids.
  • godot-autoload-architecture — singleton ownership patterns for ability flags and world persistence that rooms must not duplicate.
Complements
  • godot-scene-management — threaded load queues and deferred room switches that keep interconnected maps hitch-free.
  • godot-save-load-systems — durable schemas for collectibles, boss flags, and visited cells across long exploration sessions.
  • godot-camera-systems — room limits, RemoteTransform follow, and transition polish beyond basic Camera2D bounds.
  • godot-ability-system — unlockable traversal/combat abilities that gates and state machines query as the “keys.”
  • godot-state-machine-advanced — hierarchical player states for dash/wall-slide/double-jump without nested if/elif sprawl.
  • godot-2d-physics — layers, Area2D doors/hazards, and direct space queries for wall detection and soft-lock-safe valves.
  • godot-inventory-system — collectible/key item tracking that feeds map rewards and ability acquisition UI.
Downstream / consumers
  • godot-monte-carlo-balancer — simulate ability unlock order, backtrack length, and soft-lock risk once gates and reward density are tunable.
  • godot-genre-platformer — pure movement-feel patterns that Metroidvania traversal builds on when stripping ability gating.
  • godot-signal-architecture — ability_unlocked / gate_opened / map_revealed buses so HUD and rooms observe progression without owning it.
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 20 other files (scripts, references) in skills/godot-genre-metroidvania of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/expert-metroidvania-patterns.md
  • references/migration-notes.md
  • scripts/ability_state_machine.gd
  • scripts/ability_unlock_resource.gd
  • scripts/background_room_streamer.gd
  • scripts/decoupled_hazard_logic.gd
  • scripts/fast_travel_system.gd
  • scripts/fast_wall_detector.gd
  • scripts/metroid_game_state.gd
  • scripts/minimap_fog.gd
  • scripts/minimap_fog_manager.gd
  • scripts/minimap_fog_revealer.gd
  • scripts/persistent_progression_system.gd
  • scripts/platformer_jump_buffer.gd
  • scripts/progression_gate_manager.gd
  • scripts/progression_manager.gd
  • scripts/room_metadata.gd
  • scripts/safe_scene_switcher.gd
  • … and 2 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Metroidvania 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.

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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
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Works with

Questions about Godot Genre Metroidvania

What does Godot Genre Metroidvania do?

Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss…. Godot Genre Metroidvania is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal).

When should I use Godot Genre Metroidvania?

Godot Genre Metroidvania fits situations like: exploration platformers; action-adventure games; keywords: metroidvania; interconnectedworld.

How do I install Godot Genre Metroidvania in Claude Code?

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

How do I install Godot Genre Metroidvania in Codex?

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

Can I use Godot Genre Metroidvania 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-metroidvania -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-metroidvania, .gemini/skills/godot-genre-metroidvania, .github/skills/godot-genre-metroidvania and .opencode/skills/godot-genre-metroidvania in your project.

What does Godot Genre Metroidvania need to run?

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

Does Godot Genre Metroidvania 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 Metroidvania 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 Metroidvania use?

Godot Genre Metroidvania 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 Metroidvania use?

About 4k tokens (SKILL.md is roughly 16k 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 2k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Metroidvania?

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

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.