Agent skill

Godot Genre Platformer

by thedivergentai in thedivergentai/GD-Agentic-Skills

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…

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Platformer

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-platformer --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-platformer .claude/skills/godot-genre-platformer && 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-platformer
GitHub stars
821
Token cost
~3.5k tokens
SKILL.md length
1,125 words
Files
20 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

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…

  • Works in 4 steps: CharacterBody2D vs RigidBody2D: Always… → Physics tick rate: Consider 120Hz… → One-way platforms: Use… → …
  • Keywords: platformer
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), Available Scripts, Core Loop and Skill Chain, plus 8 more sections
  • Precisionmovement

What it does

Godot Genre Platformer is an agent skill from thedivergentai/GD-Agentic-Skills. 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 principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyotetime, jumpbuffer, gamefeel, leveldesign, precisionmovement.

Its SKILL.md is about 3.5k 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/platformer-movement-deep.md`).

It sits in Game Development, covering Game development and Game design. 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

  • Keywords: platformer
  • Precisionmovement

Example prompts

  • “/godot-genre-platformer”

Workflow steps

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

  1. CharacterBody2D vs RigidBody2D: Always use CharacterBody2D for platformer characters - precise control is essential
  2. Physics tick rate: Consider 120Hz physics for smoother movement
  3. One-way platforms: Use set_collision_mask_value() or dedicated collision layers
  4. Wall detection: Use is_on_wall() and get_wall_normal() for wall jumps

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 Platformer loads about 3.5k tokens when it runs, and up to ~5.6k if it reads all its reference files. Until then it costs about 132 tokens; SKILL.md has 1,125 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~132
When it runs · the whole SKILL.md, loaded when a task matches
~3.5k
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). 1,125 words, ~3,546 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-platformer/SKILL.md (or your agent's skills folder). This skill also uses 19 other files; get the full folder from GitHub.
name
godot-genre-platformer
description
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 principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement.

NEVER Do (Expert Anti-Patterns)

Physics & Movement Feel
  • NEVER multiply velocity by delta before move_and_slide(); the method internalizes the timestep.
  • NEVER skip Coyote Time (approx 0.1s); without this grace period, jumps will feel unresponsive when walking off ledges.
  • NEVER ignore Jump Buffering (approx 0.15s); players expect to jump the instant they touch the ground if they pressed the button early.
  • NEVER use a fixed jump height; strictly implement Variable Jump Height (cut velocity on release) for player expression.
  • NEVER forget to scale gravity by delta before adding to velocity; gravity is an acceleration and must be frame-rate independent.
  • NEVER rely on discrete collision for high-speed movement; strictly use CCD_MODE_CAST_RAY to prevent tunneling through geometry.
  • NEVER use move_and_collide() for standard traversal; it lacks the slope/stair handling of move_and_slide().
  • NEVER check coyote or buffer timers using exact equality (== 0.0); strictly use is_equal_approx() or >= 0.0.
Polish & Level Design
  • NEVER use linear camera snapping; strictly use Camera Smoothing or lerp() to prevent motion sickness.
  • NEVER skip Squash and Stretch on jump/land; movement feels weightless without these subtle visual "juice" cues.
  • NEVER create Blind Jumps; strictly use camera look-ahead or zoom triggers to reveal landing zones.
  • NEVER use individual Sprite2D nodes for level geometry; strictly use TileMapLayer for optimized collision and rendering.
  • NEVER use complex/concave CollisionShape2D for the player; strictly favor primitive shapes (Capsule/Rectangle) for stability.
Architecture & Performance
  • NEVER use CharacterBody2D for simple moving platforms; strictly use AnimatableBody2D and enable sync_to_physics.
  • NEVER ignore platform_on_leave for descending platforms; use PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY to preserve jump impulse.
  • NEVER disable recovery_as_collision on the player character; it is required for correct floor snapping reports.
  • NEVER use the ! (NOT) operator in AnimationTree expressions; strictly use is_walking == false.
  • NEVER use standard Strings for high-frequency state checks; strictly use StringName (e.g., &"jumping").
  • NEVER load heavy level chunks synchronously; strictly use ResourceLoader.load_threaded_request() to prevent frame stutters.

Available Scripts

MANDATORY: For movement feel, read the controller + modules — do not re-implement coyote/buffer/variable-jump inline.

Controllers (golden path)
Movement modules
World / camera / polish

Core Loop

Jump → Navigate Obstacles → Reach Goal → Next Level

Skill Chain

godot-project-foundations, godot-characterbody-2d, godot-input-handling, godot-2d-animation, godot-audio-systems, godot-tilemap-mastery, godot-camera-systems, godot-monte-carlo-balancer


Movement Feel — Decision Knobs (not tutorials)

MANDATORY read: advanced_platformer_controller.gd plus coyote_timer.gd / jump_buffer.gd / variable_jump.gd. Copy those modules; do not paste coyote/buffer recipes here.

Tune only these knobs in project code after reading the scripts:

KnobExpert default / note
Coyote window~0.1s — without it, ledge jumps feel broken
Jump buffer~0.15s — early press must land as jump
Variable jumpCut upward velocity on release
Apex / fall gravityHigher fall multiplier after apex = snappier landings
CCDEnable cast-ray CCD for fast projectiles / dashes
Moving platformsAnimatableBody2D + sync_to_physics; set platform_on_leave
One-waysone_way_drop_handler.gd — mask/layers, not ad-hoc disable

Ground: instant direction response. Air: slightly reduced accel. Gravity scaled by delta; never velocity *= delta before move_and_slide().


Level Design Principles

The "Teaching Trilogy"
  1. Introduction — safe learn → 2. Challenge — moderate risk → 3. Twist — combine / time pressure
Flow and Pacing

Easy → Easy → Medium → CHECKPOINT → Medium → Hard → CHECKPOINT → Boss

Camera

Use platformer_camera.gd / peer godot-camera-systems for look-ahead — never blind jumps.


Platformer Sub-Genres

  • Precision (Celeste / Super Meat Boy) — instant respawn, tight controls, frequent checkpoints
  • Collectathon — hub worlds, ability unlocks, backtracking
  • Puzzle — slow pacing, environmental physics
  • Metroidvania — route to godot-genre-metroidvania

Common Pitfalls

PitfallSolution
Floaty jumpsIncrease fall gravity after apex
Imprecise landingsCoyote + buffer modules + land juice
Unfair deathsHazards telegraphed before contact
Blind jumpsLook-ahead camera / zoom triggers
Boring mid-gameNew mechanic every 2–3 levels

Show full SKILL.md (458 more words)Show less

Polish Checklist

  • Dust particles on land/run
  • Screen shake on heavy landings (godot-camera-systems trauma)
  • Squash/stretch on jump/land (visual pivot at feet)
  • SFX for jump/land/wall-slide
  • Checkpoint visual/audio feedback
  • Assist mode / remappable controls

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

Godot-Specific Tips

  1. CharacterBody2D vs RigidBody2D: Always use CharacterBody2D for platformer characters - precise control is essential
  2. Physics tick rate: Consider 120Hz physics for smoother movement
  3. One-way platforms: Use set_collision_mask_value() or dedicated collision layers
  4. Wall detection: Use is_on_wall() and get_wall_normal() for wall jumps

Example Games for Reference

  • Celeste - Perfect game feel, assist mode accessibility
  • Hollow Knight - Combat + platforming integration
  • Super Mario Bros. Wonder - Visual polish and surprises
  • Shovel Knight - Retro mechanics with modern feel

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/wall/ceiling reports, slope snap, and platform_on_leave behavior that platformer feel depends on.
  • CharacterBody2D — floor_constant_speed, floor_snap_length, recovery_as_collision, and motion-mode knobs for precision controllers.
  • Physics introduction — collision layers/masks for player, one-ways, hazards, and projectiles without accidental overlaps.
  • Collision shapes (2D) — why capsule/rectangle player shapes stay stable vs concave geometry.
  • 2D movement overview — CharacterBody vs RigidBody tradeoffs and common input→velocity patterns.
  • Using TileMaps — TileMapLayer collision for level geometry instead of per-sprite StaticBodies.
  • Using TileSets — one-way collision and physics layers authored in the tileset for drop-through platforms.
  • AnimatableBody2D — sync_to_physics moving platforms that riders must stick to without jitter.
  • Camera2D — position smoothing, drag margins, and look-ahead offsets that prevent blind jumps and motion sickness.
  • Using AnimationTree — boolean advance conditions for idle/run/air states without unsafe expression negation.
  • Ray-casting — nodeless wall-slide and ledge queries via PhysicsDirectSpaceState2D.
  • Input examples — action just-pressed/released patterns behind jump buffer and variable jump cutoff.
Prerequisites
  • godot-project-foundations — project settings, input map actions, and scene structure before wiring coyote/buffer timers.
  • godot-characterbody-2d — move_and_slide grounding, slopes, and wall normals that every precision jump builds on.
  • godot-input-handling — remappable jump/move actions and unhandled-input buffering for assist-mode accessibility.
Complements
  • godot-2d-physics — layers, CCD, Area2D hazards, and AnimatableBody platforms beyond the controller core.
  • godot-tilemap-mastery — TileMapLayer/TileSet one-ways and collision painting for teachable level geometry.
  • godot-camera-systems — look-ahead, room cameras, and smoothing that reveal landings without blind jumps.
  • godot-animation-tree-mastery — AnimationTree conditions synced from is_on_floor / velocity for juice-safe state graphs.
  • godot-2d-animation — squash/stretch and land/run cycles that sell weight after physics resolves.
  • godot-particles — dust trails and land puffs called from jump/land events.
  • godot-audio-systems — jump/land/wall-slide SFX timing that reinforces responsive feel.
  • godot-monte-carlo-balancer — sample coyote/buffer/gravity/jump knobs and level difficulty curves before shipping assist defaults.
Downstream / consumers
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

© 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-platformer of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/migration-notes.md
  • references/platformer-movement-deep.md
  • scripts/advanced_platformer_controller.gd
  • scripts/checkpoint.gd
  • scripts/coyote_timer.gd
  • scripts/custom_collision_slider.gd
  • scripts/fast_projectile_ccd.gd
  • scripts/game_feel_helper.gd
  • scripts/jump_buffer.gd
  • scripts/ledge_grab_sensor.gd
  • scripts/one_way_drop_handler.gd
  • scripts/platformer_animation_sync.gd
  • scripts/platformer_camera.gd
  • scripts/platformer_controller_2d.gd
  • scripts/player_ground_controller.gd
  • scripts/speed_trail.gd
  • scripts/synchronized_platform.gd
  • scripts/variable_jump.gd
  • … and 1 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Platformer 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 Platformer compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Genre Platformer this skillthedivergentai/GD-Agentic-Skills821—~3.5kAutomated safety check: PassLGPL-3.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
Godot Ability Systemjame581/GodotPrompter805—~3kAutomated safety check: PassMIT
Godot Camera Systemsjame581/GodotPrompter805—~2.8kAutomated safety check: PassMIT
Input MapperRandallLiuXin/GodotMaker5501 repos~727Automated safety check: PassCustom licence
Godotautonomous-ai/openharness1.2k—~570Automated safety check: PassMIT

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Works with

Questions about Godot Genre Platformer

What does Godot Genre Platformer do?

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…. Godot Genre Platformer is an agent skill from thedivergentai/GD-Agentic-Skills. 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 principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls).

When should I use Godot Genre Platformer?

Godot Genre Platformer fits situations like: keywords: platformer; precisionmovement.

How do I install Godot Genre Platformer in Claude Code?

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

How do I install Godot Genre Platformer in Codex?

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

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

What does Godot Genre Platformer need to run?

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

Does Godot Genre Platformer 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 Platformer 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 Platformer use?

Godot Genre Platformer 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 Platformer use?

About 3.5k tokens (SKILL.md is roughly 14k 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 Platformer?

Skills that share tags, products or a category with Godot Genre Platformer: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Godot Ability System (jame581/GodotPrompter, 805 stars), Godot Camera Systems (jame581/GodotPrompter, 805 stars) and Input Mapper (RandallLiuXin/GodotMaker, 550 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Genre Platformer?

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.