Agent skill

Godot Genre Roguelike

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG…

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Roguelike

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-roguelike --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-roguelike .claude/skills/godot-genre-roguelike && 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-roguelike
GitHub stars
821
Token cost
~4.4k tokens
SKILL.md length
1,519 words
Files
24 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG…

  • Works in 6 steps: Preparation: Select character, equip… → The Run: complete procedural levels… → The Challenge: Survive increasingly… → …
  • Dungeon crawlers
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), 🛠 Expert Components (scripts/), Core Loop and Skill Chain, plus 6 more sections
  • Action roguelikes

What it does

Godot Genre Roguelike is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, proceduralgeneration, permadeath, metaprogression, seededRNG, relicsystem, runstate.

Its SKILL.md is about 4.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 25 other files, including scripts and reference files (for example `references/migration-notes.md` and `references/roguelike-meta-systems-deep.md`).

It sits in Game Development, covering Game development and Web scraping. 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

  • Dungeon crawlers
  • Action roguelikes
  • Keywords: roguelike
  • Proceduralgeneration

Example prompts

  • “/godot-genre-roguelike”

Workflow steps

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

  1. Preparation: Select character, equip meta-upgrades (see meta_progression_resource.gd).
  2. The Run: complete procedural levels (dungeon_generator_walker.gd), acquire temporary power-ups.
  3. The Challenge: Survive increasingly difficult encounters using A* pathfinding (astar_grid_handler.gd).
  4. Death/Victory: Run ends, resources calculated.
  5. Meta-Progression: Spend resources on permanent unlocks (meta_progression_resource.gd).
  6. Repeat: Start a new run with new capabilities.

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 Roguelike loads about 4.4k tokens when it runs, and up to ~6.7k if it reads all its reference files. Until then it costs about 126 tokens; SKILL.md has 1,519 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~126
When it runs · the whole SKILL.md, loaded when a task matches
~4.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~6.7k

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). 1,519 words, ~4,414 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-roguelike/SKILL.md (or your agent's skills folder). This skill also uses 23 other files; get the full folder from GitHub.
name
godot-genre-roguelike
description
Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state.

NEVER Do (Expert Anti-Patterns)

Generation & RNG
  • NEVER make runs dependent on pure RNG; strictly provide mitigation (rerolls, shops, pity timers) to ensure every run is winnable.
  • NEVER use unseeded RNG for world generation; strictly initialize isolated RandomNumberGenerator with a predictable seed for daily runs/debugging.
  • NEVER rely on @GlobalScope.randi() for critical logic; strictly use local RNG instances to prevent global state pollution.
  • NEVER use Array.pick_random() for critical content drops; strictly use a Shuffle Bag to prevent statistically unfair streaks.
  • NEVER generate massive dungeons on the main thread; strictly use WorkerThreadPool.add_task() or add_group_task() to distribute generation across cores and prevent frame freezes.
  • NEVER interact with the SceneTree from a background thread; strictly generate dungeon data in a thread-safe Array/PackedByteArray before parsing on the main thread.
Data & State
  • NEVER allow Save Scumming; strictly delete mid-run save files immediately upon loading to enforce permadeath.
  • NEVER allow the player to see the "Edge of the World"; strictly use Fog of War or limited vision cones to maintain the mystery of the unknown.
  • NEVER evaluate complex "Director" heuristics every frame; strictly use Frame-Slicing (Engine.get_process_frames()) to run heavy pacing logic only once every 60-120 frames for CPU efficiency.
  • NEVER move rooms individually by pixel values during procedural generation; strictly use Marker2D Connection Points in pre-authored scenes to calculate exact offsets for seamless room stitching.
  • NEVER allow Run State to leak into Meta State; strictly use separate singletons or Resources for RunManager and MetaManager.
  • NEVER scale meta-progression to be overpowered (+100% damage); strictly keep upgrades subtle (+5-15%) to maintain skill-based play.
  • NEVER forget to call duplicate(true) on base stat Resources; failing to deep-duplicate causes all entities to share a single health instance.
  • NEVER save run states to .tscn files; strictly serialize to JSON or binary in user:// to prevent bloat.
  • NEVER rely on the SceneTree as the source of truth for grid logic; strictly maintain grid data in a separate Dictionary or Array.
Grid & Performance
  • NEVER forget to handle Navigation re-baking; strictly rebake NavigationRegion2D AFTER procedural tiles are placed.
  • NEVER use AStar2D for tile grids; strictly use AStarGrid2D with jumping_enabled = true (Jump Point Search) for O(1) queries and high-performance pathing across open areas.
  • NEVER forget to call update() on AStarGrid2D after modifying states; strictly ensures pathfinding queries aren't stale.
  • NEVER use floats (Vector2) for discrete grid coordinates; strictly use Vector2i to prevent precision drift.
  • NEVER use Manhattan heuristics for 8-way movement; strictly use HEURISTIC_CHEBYSHEV or HEURISTIC_OCTILE.
  • NEVER iterate over every cell coordinate (0 to W,H) in GDScript; strictly use get_used_cells() for optimized tile access.
  • NEVER clear procedural levels using free(); strictly use queue_free() to avoid mid-frame segmentation faults.
  • NEVER broadcast mass state changes to a grid immediately; strictly use call_deferred() or call_group_flags to avoid frame spikes during turn transitions.
  • NEVER use heavy TileMapLayer nodes for high-resolution Fog of War; strictly use a GPU Shader Mask via ColorRect and an ImageTexture updated via RenderingServer.texture_2d_update().

🛠 Expert Components (scripts/)

MANDATORY before implementing generation, seed sharing, or meta unlocks — read these first (do not reinvent from inline samples):

Do NOT Load the full scripts/ folder for a single task. Open only the script that matches the phase below.

Original Expert Patterns
Modular Components

Core Loop

  1. Preparation: Select character, equip meta-upgrades (see meta_progression_resource.gd).
  2. The Run: complete procedural levels (dungeon_generator_walker.gd), acquire temporary power-ups.
  3. The Challenge: Survive increasingly difficult encounters using A* pathfinding (astar_grid_handler.gd).
  4. Death/Victory: Run ends, resources calculated.
  5. Meta-Progression: Spend resources on permanent unlocks (meta_progression_resource.gd).
  6. Repeat: Start a new run with new capabilities.

Skill Chain

PhaseSkillsPurpose
1. Architecturegodot-autoload-architecture, godot-state-machine-advancedRun State vs Meta State boundaries
2. World Gengodot-procedural-generation, godot-tilemap-masteryUnique levels every run (walker/BSP/noise)
3. Combatgodot-combat-system, godot-ai-navigationHigh-stakes encounters + FOV/pathing
4. Progressiongodot-inventory-system, godot-resource-data-patternsRun items/relics + typed Resources
5. Persistencegodot-save-load-systemsMeta unlocks + anti-scum mid-run deletes
6. Balancegodot-monte-carlo-balancerWin% vs meta level; dead-item detection

Architecture Overview

Roguelikes require a strict separation between Run State (temporary) and Meta State (persistent).

Key Mechanics (route to scripts/)

Procedural Dungeon Generation
Show full SKILL.md (588 more words)Show less
Relics, turns, fog, pacing

Common Pitfalls

  1. RNG Dependency: Don't make runs entirely dependent on luck. Good roguelikes allow skill to mitigate bad RNG.
  2. Meta-progression Imbalance: If meta-upgrades are too strong, the game becomes a "grind to win" rather than "learn to win".
  3. Lack of Variety: Procedural generation is only as good as the content it arranges. You need a lot of content (rooms, enemies, items) to keep it fresh.
  4. Save Scumming: Players will try to quit to avoid death. Save the state only on floor transition or quit, and delete the save on load (optional, but standard for strict roguelikes).

Godot-Specific Tips

  • Seeded Runs: Always initialize RandomNumberGenerator with a seed. This allows players to share specific run layouts.
  • ResourceSaver: Use ResourceSaver for meta-progression, but be careful with cyclical references in deeply nested resources.
  • Scenes as Rooms: Build your "rooms" as separate scenes (Room1.tscn, Room2.tscn) and instance them into the generated layout for handcrafted quality within procedural layouts.
  • Navigation: Rebake NavigationRegion2D at runtime after generating the dungeon layout if using 2D navigation.

Advanced Techniques

  • Synergy System: Tag items (fire, projectile, companion) and check for tag combinations to create emergent power-ups.
  • Director AI: An invisible "Director" system that tracks player health/stress and adjusts spawn rates dynamically (like Left 4 Dead).

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

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 TileMaps — TileMapLayer cells, sources, and runtime placement for procedural floors/walls.
  • TileMapLayer — set_cell / get_used_cells APIs used after walker/BSP generation and fog clears.
  • AStarGrid2D — grid pathfinding with heuristics, diagonal modes, and update() after solid-cell edits.
  • RandomNumberGenerator — seeded PCG32 for shareable runs; prefer local instances over global randi().
  • WorkerThreadPool — offload heavy dungeon generation without freezing the main thread.
  • Using multiple threads — when WorkerThreadPool/tasks are safe versus SceneTree ownership rules.
  • Thread-safe APIs — generate data off-thread, then apply tiles/nodes on the main thread only.
  • Saving games — user:// persistence patterns for meta unlocks and anti-scum mid-run deletes.
  • Resources — Resource-backed meta/run data, duplicate(true), and save/load of .tres/custom resources.
  • Singletons (AutoLoad) — isolate RunManager vs MetaManager so run death cannot wipe permanent progress.
  • Ray-casting — PhysicsDirectSpaceState queries for FOV / line-of-sight without Area2D spam.
  • FastNoiseLite — noise fields for cave-style maps before connectivity validation with AStarGrid2D.
Prerequisites
Complements
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 23 other files (scripts, references) in skills/godot-genre-roguelike of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/migration-notes.md
  • references/roguelike-meta-systems-deep.md
  • scripts/astar_grid_handler.gd
  • scripts/async_turn_manager.gd
  • scripts/director_ai.gd
  • scripts/dungeon_generator.gd
  • scripts/dungeon_generator_walker.gd
  • scripts/example_relic_vampirism.gd
  • scripts/fog_of_war_masker.gd
  • scripts/fov_raycast_calculator.gd
  • scripts/json_state_serializer.gd
  • scripts/meta_progression_manager.gd
  • scripts/meta_progression_resource.gd
  • scripts/meta_stats_resource.gd
  • scripts/move_command_object.gd
  • scripts/noise_dungeon_generator.gd
  • scripts/roguelike_patterns.gd
  • scripts/room_assembler.gd
  • … and 5 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Roguelike 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 Roguelike compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
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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 Roguelike

What does Godot Genre Roguelike do?

Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG…. Godot Genre Roguelike is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression).

When should I use Godot Genre Roguelike?

Godot Genre Roguelike fits situations like: dungeon crawlers; action roguelikes; keywords: roguelike; proceduralgeneration.

How do I install Godot Genre Roguelike in Claude Code?

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

How do I install Godot Genre Roguelike in Codex?

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

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

What does Godot Genre Roguelike need to run?

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

Does Godot Genre Roguelike 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 Roguelike 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 Roguelike use?

Godot Genre Roguelike 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 Roguelike use?

About 4.4k tokens (SKILL.md is roughly 18k 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 Roguelike?

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

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.