Godot Genre Metroidvania
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…
Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave.
$ npx skills add ukanwat/overtime --skill save-systems -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ukanwat/overtime save-systems --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/save-systems .claude/skills/save-systems && rm -rf skills-srcUse ~/.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/
Install the "save-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/save-systems into .claude/skills/save-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "save-systems", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/ukanwat/overtime/tree/main/.claude/skills/save-systemsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add ukanwat/overtime --skill save-systems -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ukanwat/overtime save-systems --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/save-systems .agents/skills/save-systems && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "save-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/save-systems into .agents/skills/save-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "save-systems", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ukanwat/overtime --skill save-systems -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ukanwat/overtime save-systems --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/save-systems .cursor/skills/save-systems && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "save-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/save-systems into .cursor/skills/save-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "save-systems", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/ukanwat/overtime.git --path .claude/skills/save-systems--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add ukanwat/overtime --skill save-systems -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ukanwat/overtime save-systems --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/save-systems .gemini/skills/save-systems && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "save-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/save-systems into .gemini/skills/save-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "save-systems", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install ukanwat/overtime save-systemsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add ukanwat/overtime --skill save-systems -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/save-systems .github/skills/save-systems && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "save-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/save-systems into .github/skills/save-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "save-systems", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ukanwat/overtime --skill save-systems -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ukanwat/overtime save-systems --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/save-systems .opencode/skills/save-systems && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "save-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/save-systems into .opencode/skills/save-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "save-systems", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
save-systemsDesign save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave.
Save Systems is an agent skill from ukanwat/overtime. Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.
Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/versioning-and-migration.md`). Compatibility notes: Engine-agnostic. Snippets in GDScript-like / Python pseudocode; pairs with Godot FileAccess/ResourceSaver, Unity serialization, or roblox-datastores.
It sits in Game Development, covering Agent memory. It works with Godot. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.
4 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit fc215d4. It shows what the files ask for, not the result of running them.
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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and python).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Engine-agnostic. Snippets in GDScript-like / Python pseudocode; pairs with Godot FileAccess/ResourceSaver, Unity serialization, or roblox-datastores.
From compatibility in the SKILL.md frontmatter.
Save Systems loads about 1.9k tokens when it runs, and up to ~2.9k if it reads all its reference files. Until then it costs about 87 tokens; SKILL.md has 581 words of instructions outside code blocks.
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.
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); files beside SKILL.md are not scanned.
The full file from ukanwat/overtime at commit fc215d4, republished under its Apache-2.0 licence (© ukanwat). 581 words, ~1,891 tokens.
.claude/skills/save-systems/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.A save file is a serialized snapshot of game state that survives restarts. The hard parts aren't writing bytes — they're choosing what to save, writing it so a crash mid-save can't corrupt it, and reading old saves after you ship a patch. Get those three right and the rest is plumbing.
When not to use: for Roblox cloud persistence specifics, use
roblox-datastores. For the data model the save serializes (resources/SOs), use
godot-resources / unity-scriptableobjects. For Godot's FileAccess/
ResourceSaver and user:// paths, defer to the Godot engine skill while
applying the patterns here.
version integer. This is
the single most important field for a game you intend to patch.# Build a dictionary of pure data. Each savable object reports its own state.
func capture_state() -> Dictionary:
return {
"version": SAVE_VERSION, # ALWAYS stamp the schema version
"player": { "hp": player.hp, "pos": [player.position.x, player.position.y] },
"inventory": player.inventory.to_array(), # ids + counts, not Item nodes
"flags": world.flags, # e.g. {"met_guard": true}
"seed": world.seed, # regenerate procedural content
}
# On load, RECONSTRUCT objects from the data — do not expect live references back.
func apply_state(data: Dictionary) -> void:
player.hp = data["player"]["hp"]
player.position = Vector2(data["player"]["pos"][0], data["player"]["pos"][1])
player.inventory.from_array(data["inventory"])
world.flags = data["flags"]# RIGHT: write to a temp file, then atomically rename over the target.
func save_atomic(path: String, data: Dictionary) -> void:
var tmp := path + ".tmp"
var f := FileAccess.open(tmp, FileAccess.WRITE)
f.store_string(JSON.stringify(data))
f.flush() # ensure bytes hit disk
f.close()
DirAccess.rename_absolute(tmp, path) # replaces the target; atomic on POSIX
# WRONG: opening `path` directly and writing in place — a crash mid-write leaves a
# truncated, unloadable save and destroys the player's progress.Rename-over-target is atomic on POSIX (same volume); on Windows a replace-by-rename
isn't guaranteed atomic, so keep the previous file as path + ".bak" before the
rename — that backup is what actually guarantees you can recover from a bad write.
SAVE_VERSION = 3
def load_save(raw_bytes):
data = parse(raw_bytes) # JSON/binary -> dict
v = data.get("version", 0)
if v > SAVE_VERSION:
raise NewerSaveError(v) # save is from a newer build; refuse
while v < SAVE_VERSION: # apply migrations in order, v -> v+1
data = MIGRATIONS[v](data)
v += 1
data["version"] = v
validate(data) # check required keys / ranges
return data
# Each migration is a pure function from one version's shape to the next.
def migrate_1_to_2(d):
d["flags"] = {k: True for k in d.pop("completed_quests", [])} # list -> set-map
return d
MIGRATIONS = {1: migrate_1_to_2, 2: migrate_2_to_3}const SLOT_PATH := "user://save_%d.json" # manual slots 0..N
const AUTOSAVE_PATH := "user://autosave.json" # separate file: never clobbers a slot
var _autosave_cooldown := 0.0
func autosave_if_due(dt: float) -> void:
_autosave_cooldown -= dt
if _autosave_cooldown <= 0.0:
save_atomic(AUTOSAVE_PATH, capture_state())
_autosave_cooldown = 60.0 # throttle: at most once a minute
# Trigger an immediate autosave on checkpoints/level transitions, not mid-combat.version from version 1..bak.roblox-datastores).references/versioning-and-migration.md — schema evolution strategies, the
migration chain, backups/rollback, format trade-offs (JSON vs binary), and a
load-time validation checklist.roblox-datastores — cloud persistence, request limits, session locking.godot-resources, unity-scriptableobjects — the data model you serialize.procedural-gen — store the seed to regenerate worlds instead of saving them.rpg, survival-crafting, visual-novel — genres that compose this skill.© ukanwat, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in .claude/skills/save-systems of ukanwat/overtime.
Open the folder on GitHubat commit fc215d4
We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in ukanwat/overtime, which our catalogue first saw on October 7, 2026.
Save Systems 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Save Systems this skillukanwat/overtime | 387 | 1 repos | ~1.9k | Automated safety check: Pass | Apache-2.0 | |
| Godot Genre Metroidvaniathedivergentai/GD-Agentic-Skills | 809 | — | ~4k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Genre Open Worldthedivergentai/GD-Agentic-Skills | 809 | — | ~3.7k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Save Load Systemsthedivergentai/GD-Agentic-Skills | 809 | — | ~3.2k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.3k | — | ~2.9k | Automated safety check: Pass | MIT |
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…
thedivergentai/GD-Agentic-Skills
Expert blueprint for open world games including chunk-based streaming (load/unload regions dynamically), floating origin (prevent precision jitter beyond 5000 units), HLOD (hierarchical LOD for…
thedivergentai/GD-Agentic-Skills
Expert blueprint for save/load systems using JSON/binary serialization, PERSIST group pattern, versioning, and migration.
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
thedivergentai/GD-Agentic-Skills
Expert blueprint for responsive UI layouts using Container nodes (HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, HFlowContainer, SubViewportContainer).
ukanwat/overtime
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
ukanwat/overtime
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…
ukanwat/overtime
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven…
ukanwat/overtime
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API.
ukanwat/overtime
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…
ukanwat/overtime
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a…
Works with
Categories
Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Save Systems is an agent skill from ukanwat/overtime. Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave.
Save Systems fits situations like: the user mentions save system; game state persistence; save file corruption; migrating old saves to a new version.
Run `npx skills add ukanwat/overtime --skill save-systems -a claude-code`. Or copy the skill folder (.claude/skills/save-systems in ukanwat/overtime) into .claude/skills/save-systems in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ukanwat/overtime --skill save-systems -a codex`. Or copy the skill folder (.claude/skills/save-systems in ukanwat/overtime) into .agents/skills/save-systems in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ukanwat/overtime --skill save-systems -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/save-systems, .gemini/skills/save-systems, .github/skills/save-systems and .opencode/skills/save-systems in your project.
SKILL.md names no scripts, command-line tools or credentials: Save Systems is instructions for the agent only. Our summary lists: Python 3. Compatibility (from SKILL.md): Engine-agnostic. Snippets in GDScript-like / Python pseudocode; pairs with Godot FileAccess/ResourceSaver, Unity serialization, or roblox-datastores..
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
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. Review the folder before installing.
Save Systems is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.9k tokens (SKILL.md is roughly 7.6k 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 1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Save Systems: Godot Genre Metroidvania (thedivergentai/GD-Agentic-Skills, 809 stars), Godot Genre Open World (thedivergentai/GD-Agentic-Skills, 809 stars), Godot Save Load Systems (thedivergentai/GD-Agentic-Skills, 809 stars) and Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 6, 2026.
Source: ukanwat/overtime on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.