Agent skill

Godot Genre Party

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene…

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Party

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-party --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-party .claude/skills/godot-genre-party && 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-party
GitHub stars
821
Token cost
~3.3k tokens
SKILL.md length
642 words
Files
20 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene…

  • Works in 4 steps: Build viewports with… → Bind devices through… → Keep connection_monitor.gd alive as… → …
  • Mario Party-style games
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), 🛠 Expert Components (scripts/), Core Loop and Decision Trees, plus 4 more sections
  • Reaches docs.godotengine.org

What it does

Godot Genre Party is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene management (clean minigame loading/unloading), persistent scoring (track wins across rounds), and split-screen rendering (SubViewport per player). Use for Mario Party-style games or WarioWare collections. Trigger keywords: partygame, minigamecollection, localmultiplayer, asymmetricgameplay, splitscreen, dynamicinputmapping.

Its SKILL.md is about 3.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 21 other files, including scripts and reference files (for example `references/migration-notes.md` and `references/party-elite-implementations.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

  • Mario Party-style games
  • WarioWare collections
  • Keywords: partygame
  • Minigamecollection

Example prompts

  • “/godot-genre-party”

Workflow steps

4 steps, taken from the first numbered list in SKILL.md.

  1. Build viewports with split_screen_setup.gd.
  2. Bind devices through party_input_router.gd before the minigame starts.
  3. Keep connection_monitor.gd alive as Autoload; on disconnect pause and call_group("ui_overlays", "show_reconnect", device).
  4. On reconnect, re-bind the same player_id → new device_id then unpause — do not remap other players.

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

    Hosts in commands or code, which the agent is likely to contact:

    • 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 Party loads about 3.3k tokens when it runs, and up to ~5.3k if it reads all its reference files. Until then it costs about 136 tokens; SKILL.md has 642 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~136
When it runs · the whole SKILL.md, loaded when a task matches
~3.3k
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); 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). 642 words, ~3,307 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-party/SKILL.md (or your agent's skills folder). This skill also uses 19 other files; get the full folder from GitHub.
name
godot-genre-party
description
Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene management (clean minigame loading/unloading), persistent scoring (track wins across rounds), and split-screen rendering (SubViewport per player). Use for Mario Party-style games or WarioWare collections. Trigger keywords: party_game, minigame_collection, local_multiplayer, asymmetric_gameplay, split_screen, dynamic_input_mapping.

NEVER Do (Expert Anti-Patterns)

Multiplayer & Input
  • NEVER hardcode player inputs to specific joypad IDs (e.g., 0 or 1); strictly query dynamically via Input.get_connected_joypads().
  • NEVER bake player-IDs into the input map (e.g., "p1_jump"); strictly use a Dynamic Input Router to map physical controllers to players at runtime.
  • NEVER use Input.is_action_pressed() for assigning new player joins; strictly parse raw InputEventJoypadButton in _unhandled_input() for device metadata.
  • NEVER allow inconsistent controls between games; strictly standardize across all minigames (A = Accept/Action, B = Back/Cancel, Joystick = Move).
  • NEVER assume a disconnected joypad removes a player; strictly connect to the joy_connection_changed signal to pause and handle dropouts gracefully.
  • NEVER use boolean polling for analog sticks; strictly use Input.get_vector() for precision and deadzones.
User Experience & Feedback
  • NEVER use long text-based tutorials; strictly use a 3-second looping GIF + a single-sentence instruction overlay (e.g., "Mash A to fly!").
  • NEVER ignore "Asymmetric" balance in 1v3 games; strictly provide the "One" with unique abilities or increased HP/speed to offset the numerical disadvantage.
  • NEVER neglect Accessibility and Handicap systems; strictly implement optional support (e.g., speed boosts for lower-skilled players) to keep the competition social.
  • NEVER leave UI Control nodes with FOCUS_NONE for gamepad menus; strictly set to FOCUS_ALL with explicit focus neighbors for accessible navigation.
Rendering & Architecture
  • NEVER use heavy scene transitions; strictly keep minigame assets light and use Threaded Background Loading while the instructions screen is active.
  • NEVER draw global CanvasLayer UI for individual split-screen players; strictly use per-viewport CanvasLayer children.
  • NEVER manually set sizes on SubViewport children; strictly use GridContainer or BoxContainer for automatic split-screen layout.
  • NEVER store tournament state or scores inside minigame scenes; strictly use a Persistent Autoload (Singleton).
  • NEVER use a static Camera2D for shared-room games; strictly use a dynamic group camera that zooms/pans to fit all players in frame.
  • NEVER overlap SubViewportContainer nodes without setting mouse_filter to PASS; otherwise, top viewports will block input.

🛠 Expert Components (scripts/)

MANDATORY reads before implementing the matching system:

  1. party_input_router.gd — lobby join + device→player routing (golden path)
  2. minigame_orchestrator.gd — hub ↔ minigame scene cycle
  3. connection_monitor.gd — joy disconnect pause / reconnect
Original Expert Patterns
Show full SKILL.md (293 more words)Show less
Modular Components

Core Loop

  1. Lobby join → 2. Meta/board → 3. Minigame → 4. Score → 5. Repeat

Decision Trees

Input & dropout
NeedAction
Lobby join + routeMANDATORY party_input_router.gd
Runtime pN_* remapslocal_input_manager.gd
Pad battery death mid-gameMANDATORY connection_monitor.gd — pause tree + reconnect overlay
Scenes & viewports
NeedAction
Cycle minigamesMANDATORY minigame_orchestrator.gd (+ deferred_scene_switcher.gd)
Prefetch during how-tominigame_async_loader.gd
2–4 splitsplit_screen_setup.gd — per-viewport CanvasLayer; mouse_filter on containers
Shared camera partyshared_party_camera.gd

Skill Chain

PhaseSkillsPurpose
1. Inputgodot-input-handling2–4 local controllers
2. Scenegodot-scene-managementLoad/unload minigames
3. Datagodot-resource-data-patternsMinigame .tres defs
4. UIgodot-ui-containersLobby / score / reconnect
5. Balancegodot-monte-carlo-balancerAsymmetric 1v3 power

Common Pitfalls

PitfallSolution
Shared jump actionDevice-bound pN_* via router / local_input_manager
Global CanvasLayer in splitPer-SubViewport UI layers
Generic screen-shake ElitePrefer split + reconnect procedures above

Split-screen + reconnect procedure

  1. Build viewports with split_screen_setup.gd.
  2. Bind devices through party_input_router.gd before the minigame starts.
  3. Keep connection_monitor.gd alive as Autoload; on disconnect pause and call_group("ui_overlays", "show_reconnect", device).
  4. On reconnect, re-bind the same player_id → new device_id then unpause — do not remap other players.

MANDATORY for depth beyond decision trees and script catalog: party-elite-implementations.md. Do NOT Load on first-pass wiring — use bundled scripts/ first.

Architecture Overview

1. Minigame Definition

Using Resources to define what a minigame is.

gdscript

## Godot-Specific Tips

*   **SubViewport**: Powerful for 4-player split-screen. Each player gets a camera, all rendering the same world (or different worlds!).
*   **InputEventJoypadButton**: Use `Input.get_connected_joypads()` to auto-detect controllers on the Lobby screen.
*   **Remapping**: Godot's `InputMap` system can be modified at runtime using `InputMap.action_add_event()`. Creating "p1_jump", "p2_jump" dynamically is a common pattern.

## Reference

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

### Official Documentation
- [Controllers, gamepads, and joysticks](https://docs.godotengine.org/en/stable/tutorials/inputs/controllers_gamepads_joysticks.html) — Joypad connect/disconnect, device IDs, and multi-pad mapping for lobby join and local isolation.
- [Using InputEvent](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html) — Event order and `_unhandled_input` so join presses and per-device routing run after UI focus.
- [Controller vibration and features](https://docs.godotengine.org/en/stable/tutorials/inputs/controller_features.html) — Per-device rumble APIs used for localized hit/eliminate feedback.
- [Using Viewports](https://docs.godotengine.org/en/stable/tutorials/rendering/viewports.html) — SubViewport worlds, cameras, and UI layers required for 2–4 player split-screen.
- [Background loading](https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html) — `ResourceLoader` threaded load while the instructions screen stays interactive.
- [Change scenes manually](https://docs.godotengine.org/en/stable/tutorials/scripting/change_scenes_manually.html) — Deferred free/instantiate patterns for hub ↔ minigame swaps without mid-frame crashes.
- [Singletons (Autoload)](https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html) — Persistent tournament scores, device maps, and party roster across scene changes.
- [GUI navigation](https://docs.godotengine.org/en/stable/tutorials/ui/gui_navigation.html) — Focus neighbors and gamepad menu traversal for character select and lobby UI.
- [Pausing games](https://docs.godotengine.org/en/stable/tutorials/scripting/pausing_games.html) — Tree pause + reconnect overlays when a joypad drops mid-minigame.
- [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — `.tres` minigame definitions (title, scene path, 1v3 flags) without hardcoding catalogs.
- [InputMap](https://docs.godotengine.org/en/stable/classes/class_inputmap.html) — Runtime `action_add_event` for per-player device-bound actions (`pN_*`).

### Related Skills

#### Prerequisites
- [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — Device IDs, `InputMap` remaps, deadzones, and `_unhandled_input` ownership before party routing.
- [godot-scene-management](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-scene-management/SKILL.md) — Clean load/unload and deferred scene swaps between hub, instructions, and minigames.
- [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) — Typed `Resource` / `.tres` catalogs that define each minigame's scene and metadata.
- [godot-autoload-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-autoload-architecture/SKILL.md) — Singleton placement for tournament state that must outlive every minigame scene.

#### Complements
- [godot-ui-containers](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-containers/SKILL.md) — Scoreboards, instruction overlays, and `GridContainer` split-screen / character-select layouts with focus.
- [godot-camera-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-camera-systems/SKILL.md) — Shared-room framing and per-viewport cameras that zoom/pan to keep all players on screen.
- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — `player_joined`, `game_ended`, and reconnect prompts without hard refs across lobby and minigames.
- [godot-turn-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-turn-system/SKILL.md) — Board / meta round phases between short competitive minigames.
- [godot-audio-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md) — Short stingers, countdown cues, and per-player SFX buses that survive rapid scene cycling.

#### Downstream / consumers
- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — Simulate asymmetric 1v3 / handicap power offsets so party roles stay socially fair across rounds.
- [godot-characterbody-2d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-characterbody-2d/SKILL.md) — Typical consumer of per-device move vectors inside shared-screen 2D party arenas.

#### Master
- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Library router and mirrored module entry; open when discovering which Domain Skill owns input, scenes, or UI pieces of a party stack.

© 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 19 other files (scripts, references) in skills/godot-genre-party of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/migration-notes.md
  • references/party-elite-implementations.md
  • scripts/character_select_grid.gd
  • scripts/connection_monitor.gd
  • scripts/deferred_scene_switcher.gd
  • scripts/impact_camera_shake.gd
  • scripts/local_input_manager.gd
  • scripts/minigame_async_loader.gd
  • scripts/minigame_data.gd
  • scripts/minigame_orchestrator.gd
  • scripts/minigame_player_controller.gd
  • scripts/party_input_router.gd
  • scripts/party_manager.gd
  • scripts/player_haptic_feedback.gd
  • scripts/player_join_manager.gd
  • scripts/shared_party_camera.gd
  • scripts/split_screen_manager.gd
  • scripts/split_screen_setup.gd
  • … and 1 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Party 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 Party compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Genre Party this skillthedivergentai/GD-Agentic-Skills821—~3.3kAutomated safety check: PassLGPL-3.0
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 Genre Party

What does Godot Genre Party do?

Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene…. Godot Genre Party is an agent skill from thedivergentai/GD-Agentic-Skills.tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene management (clean minigame loading/unloading), persistent scoring (track wins across rounds), and split-screen rendering (SubViewport per player).

When should I use Godot Genre Party?

Godot Genre Party fits situations like: mario Party-style games; warioWare collections; keywords: partygame; minigamecollection.

How do I install Godot Genre Party in Claude Code?

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

How do I install Godot Genre Party in Codex?

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

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

What does Godot Genre Party need to run?

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

Does Godot Genre Party access the network?

SKILL.md names 1 domain. In commands or code: docs.godotengine.org; the agent is likely to contact it when it follows the instructions. This is read from the text; nothing was executed.

Is Godot Genre Party 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 Party use?

Godot Genre Party 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 Party use?

About 3.3k 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 2k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Party?

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

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.