using-godot-superpowers
Auto-loaded dispatcher for godot-superpowers. Establishes the design-before-code rule (soft-gated — opt-out via `/skip-design`) across two trails: trail A (greenfield) routes to game-brainstorming → gdd-writer → writing-game-plan; trail B (feature on an existing game) routes to codebase-survey → feature-spec → feature-plan. Any creative game-development task (new project, new feature, new mechanic, new scene, new component, new genre pack, new shader, new audio system) should clear both gates of the matching trail before implementation, unless the user explicitly opts out.
How do I install this agent skill?
npx skills add https://github.com/simone-tarantino/godot-superpowers --skill using-godot-superpowersIs this agent skill safe to install?
- Gen Agent Trust Hubpass
This skill establishes a comprehensive and structured development workflow for Godot Engine projects. It manages various specialized sub-agents for tasks like code review, scene architecture, and integration testing, while enforcing a design-before-code process and API verification against official documentation.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
Using godot-superpowers
This file loads automatically whenever Claude touches a Godot project (matched via paths above). Read it first.
Authoritative source: query the
godot-docsMCP server before emitting any Godot 4.x API in code or examples — class names, method signatures, signal payloads, and feature availability change between minor versions. Pre-trained knowledge drifts; the MCP does not. Ifgodot-docsMCP is unavailable, link the equivalent page on https://docs.godotengine.org/en/stable/ instead of guessing. (Full rationale and version-detection workflow in the "The other rule" section below.)
Agent picker (decision table)
Use this table FIRST. It maps situation → exact Agent tool call. Always invoke via Agent with subagent_type: "<name>".
| Situation | Agent | Why this one |
|---|---|---|
Wrote a batch of .gd .tscn .tres .gdshader (3+ files) or a single risky one | file-verifier | Recommended after milestone-sized batches; skip for single trivial edits — Haiku, isolated, returns findings only |
| Implementing milestone with 3+ files or 2+ subsystems | orchestrator | Decomposes, dispatches workers + verifier in parallel, keeps main context flat |
| Milestone batch finished — confirm integration before declaring done | milestone-integrator | Aggregates verifier verdicts + tests, runs --quit-after 1 smoke on main scene (with --check-only fallback), flips plan status |
.tscn / .tres corrupted by merge or refactor (broken IDs / UIDs / <<<<<<< markers) | merge-specialist | Repair scene grammar, dedupe ids, fix paths, restore UIDs from git — text repair, not redesign |
| Designing scene tree / collision layout / node hierarchy | scene-architect | .tscn structure + layer math without writing scripts |
| Reviewing GDScript for quality / API drift / conventions | code-reviewer | Sonnet review against Godot 4.x best practices |
| Writing GUT / GdUnit4 tests, pre-release checklist | qa-tester | Test scaffolding + coverage gaps |
| Designing mechanics, balancing, level pacing | game-designer | GDD-side reasoning, not code |
| Audio pipeline, bus layout, AudioManager pattern | sound-designer | Pairs with sfx-generator skill |
| Asset generation, art bible, palette/style guide | art-director | Generates sprites / textures / 3D models via PixelLab / ComfyUI MCP when available; falls back to placeholders + free CC0 sources otherwise |
| Slow frame, profiler spike, GC churn investigation | performance-profiler | Root-cause analysis, not blanket optimization |
| Configuring export presets / signing / CI build matrix | export-engineer | Haiku, mechanical export config |
| "Which addon should I use for X?" / installing addons | addon-curator | Haiku, recommendations only |
| Project still on Godot 3.x — port to 4.x | gdscript-migrator | yield/KinematicBody*/onready var rewrites |
| Bug report from playtester → reproduce + fix + regression test | playtest-analyst | Triage + fix path |
| Codebase research ("where is X?", "find all callers") | Explore (built-in) | Read-only, isolated, cheap |
| One-shot single-file edit, known fix | direct skill / direct edit | Don't dispatch — overhead > value |
Decision rules in priority order
- Did I just write 3+ Godot source files in one milestone? → dispatch
file-verifieron the batch. - Did I just touch a single risky file (deprecated API, hot path, security-relevant)? → dispatch
file-verifieron it. Otherwise skip — main-context Read + lint covers the trivial cases. - Am I about to touch 3+ files for one milestone? →
orchestrator, never DIY (the orchestrator owns its own verifier dispatch). - Is the question read-only? →
Exploreor relevant analyst agent (code-reviewer,performance-profiler,playtest-analyst). - Is the task genre-specific implementation? → invoke the matching
genre-pack-*SKILL directly (in main context or via worker), not an agent. - None of the above → main context, no dispatch.
How to call
Agent(
subagent_type: "<name from table>",
description: "<3-5 word task>",
prompt: "<self-contained brief — agent has no prior context>"
)
Parallelize independent dispatches in a single message (multiple Agent calls in one tool block) — sequential when one's output feeds the next.
The other rule (applies always, even when the design gate is cleared)
Verify every API against
godot-docsMCP before emitting code. No exceptions.
The godot-docs MCP server is the only authoritative source for class names, method signatures, signal payloads, default values, and Godot 4.x feature availability. Pre-trained model knowledge of Godot drifts version by version: methods are renamed (instance() → instantiate()), arguments change (ResourceSaver.save flipped its args), nodes are deprecated (TileMap → TileMapLayer 4.3+), and signal signatures change.
For any code you are about to emit, especially when called from another skill:
- Query
godot-docsMCP for the class / method / signal you intend to use. - Match the user's installed Godot version (read
config/featuresinproject.godot, or fall back togodot --version). - Quote the method signature back in the response or as a comment so the user can verify.
- If
godot-docsMCP is unavailable in this session, say so explicitly and link to the equivalent stable URL onhttps://docs.godotengine.org/en/stable/. Do not silently fall back to memory.
When context7 is available it is a useful secondary source for ecosystem libraries (gdtoolkit, GUT, GdUnit4, Phantom Camera, Dialogic, Beehave, LimboAI), but godot-docs MCP wins for engine APIs.
Which MCP for which job
The plugin exposes both godot-mcp and godot-docs. They do different things — pick the right one:
| Need | Server | Why |
|---|---|---|
| Class names, method signatures, signal payloads, enum values, default args, version availability of a Godot 4.x API | godot-docs | Authoritative engine documentation. Always preferred for code emission. |
Run a scene headless / inspect a running project / read or edit project.godot and .tscn / list nodes / autoloads | godot-mcp | Editor + project automation. Use during scaffolding, debugging, or when verifying a real project's state instead of guessing. |
| Library docs (gdtoolkit, GUT, GdUnit4, Phantom Camera, Dialogic, Beehave, LimboAI, third-party addons) | context7 | Ecosystem coverage; not engine APIs. |
If both godot-mcp and godot-docs could plausibly answer (e.g. "what does CharacterBody2D.move_and_slide return?"), prefer godot-docs — it is the single source of truth for engine APIs. Reach for godot-mcp only when you need to act on or read from the user's actual project, not the docs.
The verification rule (after a batch of Godot writes — NOT every single file)
Dispatch
file-verifierwhen (a) you've written 3+ Godot source files in one milestone, or (b) the single file you just wrote is risky (deprecated API surface, hot path, security-relevant, large refactor). For trivial single-file edits, skip —gdformat/gdlint/--check-onlyalready run via PostToolUse hooks, and main-context Read covers the rest. Verifier dispatch costs a sub-agent invocation; reserve it for the cases where the cost is worth it.
When the verifier IS invoked, the agent reads the file fresh and returns findings only. Do not re-read the file in main context after dispatch.
The PostToolUse hook (verifier-reminder.sh) accumulates write counts and prints verifier: dispatch file-verifier on <N> file(s) [...] only once a session reaches the threshold (default 3, override via CLAUDE_VERIFIER_THRESHOLD env var). When you see that line, dispatch the verifier. Below the threshold, the hook stays silent — that is expected.
When implementing a milestone touching 3+ files or 2+ subsystems, escalate to full subagent dev mode: hand off to the orchestrator agent and let it dispatch workers + verifier in parallel. See the subagent-dev-mode skill for the full workflow.
The design rule (soft-gate)
Design before code is the default. The user can opt out per-session with
/skip-design(or any clear equivalent — "skip design", "no GDD", "just build it").
If the user asks you to start something creative in a Godot project — new project, new mechanic, new feature, new scene, new component, new shader, new audio system, new genre pack — propose the matching design trail BEFORE any of these implementation skills run:
bootstrap-godot-projectcreate-scene,create-component,create-state-machine,create-resource,create-autoloadsetup-collision-layers,setup-input-map,setup-save-system,setup-localization,save-schema-migrationui-patterns-godot,networking-foundation,setup-git-godotgenre-pack-platformer,genre-pack-topdown,genre-pack-3d-action,genre-pack-turnbasedshader-writer,sfx-generator,export-config
The list above is illustrative, not exhaustive. Any skill that introduces game behavior, infrastructure, or persistent project layout (autoloads, layers, schemas, network code, repo configuration) requires the gate. When in doubt, gate.
There are two trails. Pick exactly one based on whether the project already has Godot source files.
Trail A — greenfield (no project.godot yet, or whole-game redesign):
game-brainstorming→ conducts the structured Q&A.gdd-writer→ produces an approved GDD atdocs/design/<YYYY-MM-DD>-<slug>-gdd.md.writing-game-plan→ produces an approved plan atdocs/plans/<YYYY-MM-DD>-<slug>-plan.md.
Trail B — feature on an existing game (project.godot exists, change is bounded):
codebase-survey→ produces a read-only file/API/hotspot map atdocs/features/<YYYY-MM-DD>-<slug>-survey.md(skippable for trivial one-file changes).feature-spec→ produces an approved feature spec atdocs/features/<YYYY-MM-DD>-<slug>-feature.md.feature-plan→ produces an approved feature plan atdocs/plans/<YYYY-MM-DD>-<slug>-feature-plan.md.
Trivial-feature shortcut. Step 1 (
codebase-survey) may be skipped if and only if ALL three hold: (a) the change touches exactly one file, (b) it adds no new mechanic, (c) it adds no new public surface (no new signal, exported var, autoload, or input action). When skipped, the spec header MUST contain the canonical marker stringSurvey reference: none (trivial shortcut)exactly —feature-plankeys off this string. If any condition fails, the survey is mandatory. Seecodebase-surveyandfeature-specfor the canonical rule.
Both trails end in an approved plan file. Both gates apply by default before implementation; the user may opt out per-session with /skip-design. When the user opts out, warn ONCE that scope creep / regression risk are the typical failure modes, get a confirmation, then proceed without further re-warning in the same session. The orchestrator agent applies the same soft-gate on dispatch — it refuses to run unless either the matching plan is Status: Approved OR the user has explicitly waived the gate for the session (record the waiver in the orchestrator's prompt).
If the change starts as trail B but turns out to touch every system, escalate to trail A and re-plan from scratch — do not silently mutate a feature plan into a whole-game plan.
When the rule applies
Two design trails exist. Pick the trail that matches the user's situation, then route to the first skill.
Trail A — Greenfield (no game yet, or whole-game redesign)
First skill: game-brainstorming.
| Trigger phrase | Why it counts |
|---|---|
| "Let's start a new game" / "Let's build X" | New project — needs full GDD + plan |
| "Build a [platformer / RPG / shooter / …]" | Genre choice + scope unclear — full brainstorm |
| "Convert this from 2D to 3D" / "Refactor whole game X" | Major redesign — re-brainstorm |
Trail B — Feature on existing game (code already exists)
First skill: codebase-survey. Then feature-spec. Then feature-plan.
| Trigger phrase | Why it counts |
|---|---|
| "Add a [combat / inventory / dialogue / save] system to this game" | New subsystem on existing code — needs design pass scoped to a delta |
| "Make the player do Y" / "Add double jump / dash / wall slide" | New mechanic on existing player — survey + spec + plan |
| "I want a level / boss / cutscene in this game" | New content type — design pass scoped to a delta |
| "Tweak / extend an existing mechanic" | Bounded change — survey first, then spec |
If the change is genuinely cross-cutting (touches every system), it's a re-plan — escalate to trail A.
When the rule does NOT apply
Skip brainstorming for:
- Read-only investigations: explaining code, answering "where is X", auditing, profiling. Use
godot-patterns,performance-audit,code-reviewer,playtest-analystdirectly. - Maintenance: bug fixes with a clear repro, formatting, lint clean-up, dependency updates, doc sync (
update-docs), migration (gdscript-migrator). - Tests for existing behavior:
gut-test-writeragainst code that already exists. - A user who has already approved a GDD + plan in this session and is now executing milestones from it. The gates already cleared.
If unsure, ask the user one short question: "Is this a fix to existing behavior, or new design work?" Their answer routes you.
Red flags — propose the gate (do not silently skip)
These thoughts usually mean you are about to skip the gate without an explicit user opt-out. Don't. Propose the design trail; if the user wants to skip, they can say /skip-design.
| Thought | Reality |
|---|---|
| "It's just a small feature" | Small features compound into design debt. Five minutes of brainstorming saves an hour of rework. |
| "The user clearly wants X, let me just build it" | "Clearly" usually means "I'm projecting." Propose the trail and let the user decide. |
| "It's a prototype, design doesn't matter" | Especially for prototypes. Throwaway code only stays throwaway if you scoped it to be. |
| "I can scaffold the project and brainstorm in parallel" | No. Scaffolding decisions (renderer, autoloads, layers) depend on the GDD. |
| "The user said 'just build a platformer'" | Genre is one input. Pillars, scope, target, art direction are not. Offer the brainstorm; opt-out is theirs. |
Order of operations for a new request
- Read this skill (you're here).
- Decide: design work or maintenance? (See "When the rule does/doesn't apply".)
- If design, pick the trail by checking whether the project already has Godot source files:
- Trail A — greenfield (no
project.godot, or whole-game redesign):- Invoke
game-brainstorming. Run the structured Q&A. - Invoke
gdd-writer. Wait for GDD approval. - Invoke
writing-game-plan. Wait for plan approval.
- Invoke
- Trail B — feature on existing game (
project.godotexists, change is bounded):- Invoke
codebase-survey. Producesdocs/features/<date>-<slug>-survey.md. - Invoke
feature-spec. Wait for spec approval. - Invoke
feature-plan. Wait for plan approval.
- Invoke
- Trail A — greenfield (no
- Only now: invoke implementation skills, milestone by milestone, per the plan.
- After each milestone: update plan
Status. Rungut-test-writer. Confirm with user before next milestone.
Interaction with paths auto-loading
This skill is loaded by Claude Code whenever the conversation touches a .gd, .tscn, .tres, .gdshader, project.godot, or a GDD/plan markdown file. That covers every realistic Godot session. The godot-patterns skill is also paths-loaded — both apply, no conflict.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/simone-tarantino/godot-superpowers/using-godot-superpowers">View using-godot-superpowers on skillZs</a>