Agent skill

Godot Mechanic Revival

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics.

LGPL-3.0Auto-check passedGame Development

Install Godot Mechanic Revival

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-mechanic-revival --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-mechanic-revival .claude/skills/godot-mechanic-revival && 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-mechanic-revival
GitHub stars
821
Token cost
~3.2k tokens
SKILL.md length
1,074 words
Files
18 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics.

  • Works in 2 steps: Spectral Visual Feedback → Death Analytics Ledger
  • Implementing respawn
  • SKILL.md covers Overview, Golden Path — Death → Fade →…, NEVER Do (Expert Revival Rules) and Available Scripts, plus 2 more sections
  • Shrine checkpoints

What it does

Godot Mechanic Revival is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index.

Its SKILL.md is about 3.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 19 other files, including scripts and reference files (for example `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

  • Implementing respawn
  • Shrine checkpoints
  • Corpse-run retrieval
  • Second-chance mechanics

Example prompts

  • “/godot-mechanic-revival”

Workflow steps

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

  1. Spectral Visual Feedback
  2. Death Analytics Ledger

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 Mechanic Revival loads about 3.2k tokens when it runs, and up to ~4.1k if it reads all its reference files. Until then it costs about 102 tokens; SKILL.md has 1,074 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~102
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
~4.1k

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). 1,074 words, ~3,204 tokens.

Download SKILL.mdSave it as .claude/skills/godot-mechanic-revival/SKILL.md (or your agent's skills folder). This skill also uses 17 other files; get the full folder from GitHub.
name
godot-mechanic-revival
description
Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index.

Overview

Mortality beyond Game Over: progress-index checkpoints, soul graves, ghost/spirit collision layers, I-frame restitution, world-progress bitmasks, and death analytics (Sekiro / Hades / Souls-like).

Golden Path — Death → Fade → Restore → I-frame → World Persist

MANDATORY script order (read before improvising):

  1. revival_global_manager.gd — Autoload owns death → delay → respawn; resolve player via group Player.
  2. revival_death_timer.gd — 1–2s fade / death anim; never snap-respawn.
  3. revival_state_reset_guard.gd — zero velocity / clear locks before teleport.
  4. revival_health_restitution.gd — health restore + I-frames.
  5. revival_checkpoint_persistence.gd — write world-progress bitmask to user://. Optional layers: revival_soul_grave.gd, revival_ghost_mode.gd, revival_death_analytics.gd.

NEVER Do (Expert Revival Rules)

Lifecycle & State
  • NEVER respawn the player with existing velocity — Always zero out velocity and angular_velocity in revival_state_reset_guard.gd or the player will fly into a wall upon respawning.
  • NEVER trust the nearest checkpoint by distance — Always use a 'Progress Index' (revival_checkpoint_validator.gd). Players in non-linear games may wander back to the start area; don't downgrade their respawn point.
  • NEVER skip 'Invincibility Frames' (I-frames) — Respawning inside a hazard or near an enemy without a 2s invincibility buffer leads to "Death Loops" and player frustration.
Persistence & Data
  • NEVER save checkpoints solely in RAM — If the game crashes, the player loses progress. Use revival_checkpoint_persistence.gd to write to user:// immediately.
  • NEVER hardcode checkpoint coordinates — Use Marker3D or Area3D nodes in the scene. Hardcoded coords break as soon as level geometry changes.
  • NEVER delete the player node on death — queue_free()ing the player breaks UI refs and references from enemies. Disable processing, hide the mesh, and 'Revive' the existing instance instead.
UX & Pacing
  • NEVER respawn instantly — An instant snap is disorienting. Always use a 1-2s delay with a screen fade or death animation to allow the player to process the failure.
  • NEVER reset the entire world on player death — In modern design, opened doors and collected unique items should stay persisted. Use a bitmask in the checkpoint resource to track 'World Progress'.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

revival_global_manager.gd

Expert singleton for the global respawn loop. Autoload boot: register as RevivalGlobalManager before level scenes. Resolves the living body with get_tree().get_first_node_in_group("Player") — put the player in group Player (exact name). Owns player_died / player_respawned; levels and UI must not queue_free() the player.

revival_checkpoint_persistence.gd

Resource-based system for saving last checkpoint and world state to disk.

revival_health_restitution.gd

Professional I-frame and health replenishment logic for post-revive stability.

revival_soul_grave.gd

Expert 'Soul Retrieval' mechanic for spawning graves at death coordinates.

revival_checkpoint_validator.gd

Progress-aware shrine/Area3D gate. Export progress_index + checkpoint_id; on enter, call RevivalGlobalManager.set_active_checkpoint(...) only if progress_index >= RevivalGlobalManager.get_progress(). Group the detector / player interact area so backtracking cannot downgrade the active shrine. Pair with revival_checkpoint_persistence.gd for durable writes.

revival_death_timer.gd

Professional respawn delay manager with UI and animation hooks.

revival_ghost_mode.gd

Expert 'Spirit World' transition logic involving collision layer swapping.

revival_state_reset_guard.gd

Essential utility for purging velocity and state locks upon player respawn.

revival_checkpoint_visuals.gd

Material-swapping logic for providing clear 'Active' feedback to players.

revival_auto_save_manager.gd

Automatic save-trigger logic for ensuring checkpoint persistence.

revival_spectral_shader.gdshader

Translucent, glowing "ghost" effect for downed players.

revival_async_restorer.gd

Smooth stat restoration logic using Tweens for organic recovery.

revival_death_analytics.gd

Persistent logging of death telemetry (cause, location, time) for balancing.


Expert Revival Patterns

1. Spectral Visual Feedback

Don't just hide the player. Use a Spectral Shader to communicate the "Downed" state.

  • Implementation: Apply a ShaderMaterial with additive blending and a pulsing ALPHA to the player mesh.
  • Juice: Combine with a grayscale ColorRect post-process effect to sell the "Spirit Realm" transition.
2. Death Analytics Ledger

Use Death Analytics to find "Difficulty Spikes".

  • Tracking: Log global_position and cause_of_death to a JSON file.
  • Optimization: Export these logs to a heatmap tool to identify areas where players are struggling.

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 (462 more words)Show less
Official Documentation
  • Saving games — Checkpoint and world-progress persistence must survive crashes; pair Resource/FileAccess saves with an immediate write on shrine activation.
  • File paths in Godot — Use user:// for checkpoint and death-analytics files so saves work outside the project folder and across platforms.
  • Resources — Model checkpoint payloads (last_checkpoint_id, position, triggered events) as Resource data with ResourceSaver/ResourceLoader, not ad-hoc globals.
  • Singletons (Autoload) — A revival/respawn manager Autoload owns the death → delay → restore loop so levels and UI never queue_free() the player.
  • Using signals — Emit player_died / player_respawned / true_death so HUD, graves, and analytics subscribe without coupling into the Character script.
  • Groups — Resolve the living player via the Player group for respawn teleports and soul-grave pickup without brittle node paths.
  • Physics introduction — Ghost/spirit modes swap collision layers/masks; never rely on modulate alone to stop hazard overlaps.
  • CharacterBody3D — Zero velocity (and clear angular impulse) on revive or residual momentum throws the body into walls.
  • SceneTreeTimer — Death→respawn delay and I-frame windows use create_timer / one-shot timers so fades and UI can finish before restore.
  • Tween — Smooth health restitution and I-frame opacity pulses; kill/recreate tweens if the player dies mid-restore.
  • FileAccess — Append death telemetry JSON lines under user:// for heatmaps and balancer input.
  • Spatial shader — Spectral downed visuals use spatial ALPHA/EMISSION pulses instead of hiding the mesh.
Prerequisites
  • godot-signal-architecture — Death, revive-available, and true-death events need clear ownership so UI, graves, and analytics stay decoupled from the player node.
  • godot-resource-data-patterns — Checkpoint state and world-progress bitmasks belong in typed Resources with safe save/load, not mutable singletons alone.
  • godot-save-load-systems — Checkpoint activation should trigger a durable auto-save path (user://) so progress survives crashes mid-run.
  • godot-composition — Keep revival charges, I-frames, and grave droppers as components rather than baking mortality into a monolithic Character script.
Complements
  • godot-combat-system — Combat died / health-zero signals are the usual entry into revival charges, true death, and corpse-run drops.
  • godot-rpg-stats — Post-revive health/mana restitution and invincibility flags should write through the same stats layer combat reads.
  • godot-tweening — Async restorers and I-frame modulate loops need interruptible Tween lifecycles, not stacked parallel flashes.
  • godot-shaders-basics — Spectral/ghost materials and spirit-realm post-process cues live in the shader skill once the revive state machine exists.
  • godot-economy-system — Corpse-run currency loss and soul-grave recovery must reconcile with the wallet/ledger so pickups cannot duplicate funds.
  • godot-scene-management — Prefer disabling/hiding the existing player instance over reloading the whole level; graves and world progress must outlive the death transition.
Downstream / consumers
  • godot-monte-carlo-balancer — Feed revival_death_analytics cause/position logs into Monte Carlo runs to prove difficulty spikes and I-frame TTK bands before shipping.
  • godot-genre-action-rpg — Souls-like shrine, ghost, and soul-retrieval loops assemble this skill with combat, stats, and save systems.
  • godot-genre-roguelike — Run-ending deaths, meta penalties, and consequence trackers consume revival/true-death outcomes for permadeath or mercy variants.
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 17 other files (scripts, references) in skills/godot-mechanic-revival of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/migration-notes.md
  • scripts/consequence_tracker.gd
  • scripts/corpse_run_dropper.gd
  • scripts/revival_async_restorer.gd
  • scripts/revival_auto_save_manager.gd
  • scripts/revival_checkpoint_persistence.gd
  • scripts/revival_checkpoint_validator.gd
  • scripts/revival_checkpoint_visuals.gd
  • scripts/revival_death_analytics.gd
  • scripts/revival_death_timer.gd
  • scripts/revival_ghost_mode.gd
  • scripts/revival_global_manager.gd
  • scripts/revival_health_restitution.gd
  • scripts/revival_manager.gd
  • scripts/revival_soul_grave.gd
  • scripts/revival_spectral_shader.gdshader
  • scripts/revival_state_reset_guard.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Mechanic Revival 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 Mechanic Revival compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Mechanic Revival this skillthedivergentai/GD-Agentic-Skills821—~3.2kAutomated safety check: PassLGPL-3.0
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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 Mechanic Revival

What does Godot Mechanic Revival do?

Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Godot Mechanic Revival is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics.

When should I use Godot Mechanic Revival?

Godot Mechanic Revival fits situations like: implementing respawn; shrine checkpoints; corpse-run retrieval; second-chance mechanics.

How do I install Godot Mechanic Revival in Claude Code?

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

How do I install Godot Mechanic Revival in Codex?

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

Can I use Godot Mechanic Revival 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-mechanic-revival -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-mechanic-revival, .gemini/skills/godot-mechanic-revival, .github/skills/godot-mechanic-revival and .opencode/skills/godot-mechanic-revival in your project.

What does Godot Mechanic Revival need to run?

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

Does Godot Mechanic Revival 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 Mechanic Revival 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 Mechanic Revival use?

Godot Mechanic Revival 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 Mechanic Revival 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 925 tokens, read only when the agent opens those files.

What are the alternatives to Godot Mechanic Revival?

Skills that share tags, products or a category with Godot Mechanic Revival: 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 Mechanic Revival?

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.