godot-genre-metroidvania
Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-metroidvaniaIs this agent skill safe to install?
- Gen Agent Trust Hubpass
No security issues were detected. The skill provides architectural blueprints and GDScript components for building Metroidvania-style games in Godot 4.7, utilizing standard engine practices for persistence and scene management.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- Runlayerwarn
3/3 files flagged
What does this agent skill do?
NEVER Do (Expert Anti-Patterns)
World Design & Exploration
- NEVER allow "Soft-Locks" where a player is trapped; if they enter via a one-way path ("valve"), they MUST be able to leave using current abilities. Always design fail-safe escape routes.
- NEVER create empty dead ends; if a player backtracks to a remote area, they MUST be rewarded with a collectible, lore, or currency. Empty rooms are design failures.
- NEVER make backtracking purely repetitive; as the player gains movement (Dash/Teleport), traversal through old areas MUST become faster. Open shortcuts to bypass long, early routes.
- NEVER hide the critical path without "crumbs"; use distinct Landmarks, unique lighting, or environmental storytelling to build the player's mental map.
- NEVER design abilities that serve only one purpose; strictly implement dual-use traversal and combat functionality (e.g., a "Dash" that crosses gaps and dodges attacks).
Persistence & Mapping
- NEVER forget to save persistent room state; if a player opens a chest or defeats a boss, that state MUST remain saved when they leave and return.
- NEVER load interconnected rooms synchronously via
load(); strictly useResourceLoader.load_threaded_request()for seamless transitions. - NEVER track global progression within localized room scripts; strictly use Autoload Singletons for global ability flags and world state.
- NEVER use floating-point types for grid coordinates (minimaps/fog); strictly use
Vector2ito prevent precision jitter. - NEVER manipulate the SceneTree directly from a background loading thread; strictly use
call_deferred().
Physics & Controls
- NEVER calculate jump arcs or dashes inside
_process(); strictly use_physics_process()to prevent stutter. - NEVER multiply
CharacterBody2Dvelocity bydeltabeforemove_and_slide(); the engine handles this internally. - NEVER poll
is_action_just_pressed()inside_physics_process()for buffering; strictly capture events in_unhandled_input(). - NEVER use standard strings for high-frequency ability checks; strictly use
StringName(&"dashing") for pointer-speed comparisons. - NEVER iterate through every node to broadcast updates; strictly use
SceneTree.call_group()for efficient mass communication. - NEVER delete active room/player nodes via
free(); strictly usequeue_free()to avoid segmentation faults.
🛠 Expert Components (scripts/)
Golden-path order (MANDATORY reads)
- Persistence / flags — metroid_game_state.gd + persistent_progression_system.gd
- Ability definitions / gates — ability_unlock_resource.gd + progression_gate_manager.gd
- Room stream / switch — background_room_streamer.gd + safe_scene_switcher.gd
- Map fog — minimap_fog_manager.gd (orchestrator) with minimap_fog.gd / minimap_fog_revealer.gd
Original Expert Patterns
- minimap_fog.gd - Grid-based fog of war that tracks visited rooms and persists via global save data.
- progression_gate_manager.gd - Central manager for ability-gated progression (Locks/Keys) and world persistence.
- metroid_game_state.gd - MANDATORY Autoload-shaped world/ability/collectible state (do not paste a local game_state tutorial).
- ability_unlock_resource.gd - MANDATORY Resource definitions for unlockable abilities queried by gates.
- minimap_fog_manager.gd - MANDATORY Vector2i fog orchestration synced to progression/save.
Modular Components
- platformer_jump_buffer.gd - Modular coyote time and jump buffering for high-fidelity movement.
- background_room_streamer.gd - Thread-safe background room preloading using
ResourceLoader. - safe_scene_switcher.gd - Deferred scene transition pattern for stable cross-room world-state switching.
- minimap_fog_revealer.gd - Vector2i-based fog-of-war clearing logic synced to player position.
- persistent_progression_system.gd - Autoload pattern for tracking global ability/collectible flags.
- ability_state_machine.gd - Optimized
StringNamepattern matching for traversal/combat states. - fast_wall_detector.gd - Direct
PhysicsServerqueries for performance-optimized wall detection. - save_station_broadcast.gd - Group-based entity resetting and healing logic on save interaction.
- decoupled_hazard_logic.gd - Interface-style pattern for generic damage interaction.
- smooth_room_camera_transition.gd - Tween-based camera limit interpolation for seamless room movement.
Core Loop
- Exploration → blocked by a lock
- Discovery → key ability / boss
- Acquisition → new traversal/combat tool
- Backtracking → shortcuts + dual-use abilities
- Progression → new biome opens
Skill Chain
| Phase | Skills | Purpose |
|---|---|---|
| 1. Character | godot-characterbody-2d, godot-state-machine-advanced | Tight movement + ability states |
| 2. World | godot-tilemap-mastery, godot-scene-management | Rooms, biomes, threaded transitions |
| 3. Systems | godot-save-load-systems, godot-ability-system | Persist gates/collectibles; unlock keys |
| 4. UI | godot-ui-containers, godot-inventory-system | Map / inventory / HUD |
| 5. Balance | godot-monte-carlo-balancer | Soft-lock risk, backtrack length |
Architecture (script-first — no inline recipes)
1. Game State & Persistence
MANDATORY: metroid_game_state.gd + persistent_progression_system.gd. Rooms never own global ability flags. Room metadata uses resource_local_to_scene so instanced rooms do not share collectible state.
2. Room Transitions & Fast Travel
MANDATORY: background_room_streamer.gd + safe_scene_switcher.gd.
Fast travel must match NEVER (threaded load + deferred swap) — never ResourceLoader.load() / sync change_scene:
class_name FastTravelSystem extends Node
var _pending_path: String = ""
var _spawn_id: StringName = &""
func travel_to_room(scene_path: String, spawn_id: StringName) -> void:
_pending_path = scene_path
_spawn_id = spawn_id
var err := ResourceLoader.load_threaded_request(scene_path)
if err != OK:
push_error("Fast travel request failed: %s" % scene_path)
return
set_process(true)
func _process(_delta: float) -> void:
var status := ResourceLoader.load_threaded_get_status(_pending_path)
if status == ResourceLoader.THREAD_LOAD_IN_PROGRESS:
return
set_process(false)
if status != ResourceLoader.THREAD_LOAD_LOADED:
push_error("Fast travel load failed: %s" % _pending_path)
return
var packed := ResourceLoader.load_threaded_get(_pending_path) as PackedScene
# SceneTree work must be deferred — never from a worker thread
call_deferred("_swap_room", packed, _spawn_id)
func _swap_room(packed: PackedScene, spawn_id: StringName) -> void:
GlobalState.target_spawn_id = spawn_id
get_tree().change_scene_to_packed(packed)
3. Ability Gating
MANDATORY: ability_unlock_resource.gd + progression_gate_manager.gd + ability_state_machine.gd. Gates query StringName abilities from the Autoload — do not hardcode ability strings in room scripts.
4. Map / Fog
MANDATORY: minimap_fog_manager.gd. Use Vector2i cells only.
Design Principles (from Dreamnoid)
- Ability Versatility — traversal + combat dual use
- Practice Rooms — teach before punish
- Landmarks — mental map without explicit markers
- Item micro-stories — lore without cutscene walls
Common Pitfalls
- Softlocks on one-way valves — always design an escape with current abilities
- Backtracking tedium — shortcuts + faster movement after unlocks
- Empty dead ends — every remote path needs a reward
- Sync room loads — violates NEVER; use threaded request + deferred swap
Expert knowledge (on demand)
LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.
- expert-metroidvania-patterns.md — restored baseline pedagogy (architecture, WHY, implementation depth)
- room_metadata.gd
- progression_manager.gd
- fast_travel_system.gd
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 detection, and velocity rules for coyote/buffer jumps and dash traversal. - Idle and Physics Processing — keep jump arcs, dashes, and wall slides in
_physics_process; capture buffers in input callbacks. - InputEvent —
_unhandled_inputjump/ability buffering so presses are not lost between physics ticks. - Background loading —
ResourceLoader.load_threaded_requestfor adjacent-room preload without hitch spikes. - Change scenes manually — deferred room swaps, spawn door IDs, and safe
queue_freeof the outgoing room. - Saving games — persist abilities, opened gates, collectibles, and visited map cells across sessions.
- Singletons (Autoload) — global progression/game-state ownership so rooms never keep conflicting ability flags.
- Resources — ability unlock definitions and room metadata as
.tresdata with safe duplication. - Using Tilemaps —
TileMapLayer+Vector2icells for minimap fog revelation and grid room tracking. - Camera2D — room
limit_*bounds and tweened limit handoffs for seamless camera room transitions. - Using Area2D — doors, save stations, and hazard triggers via body_entered without hard scene coupling.
- Groups —
call_groupfor save-station heal/respawn broadcasts instead of walking the whole tree.
Related Skills
Prerequisites
- godot-project-foundations — autoloads, scene layout, and project settings before stacking room streaming and global progression.
- godot-characterbody-2d — tight platformer locomotion is the substrate under ability-gated traversal (dash, wall slide, double jump).
- godot-tilemap-mastery — layered TileMap/TileMapLayer authorship for gameplay collision, landmarks, and minimap fog grids.
- godot-autoload-architecture — singleton ownership patterns for ability flags and world persistence that rooms must not duplicate.
Complements
- godot-scene-management — threaded load queues and deferred room switches that keep interconnected maps hitch-free.
- godot-save-load-systems — durable schemas for collectibles, boss flags, and visited cells across long exploration sessions.
- godot-camera-systems — room limits, RemoteTransform follow, and transition polish beyond basic Camera2D bounds.
- godot-ability-system — unlockable traversal/combat abilities that gates and state machines query as the “keys.”
- godot-state-machine-advanced — hierarchical player states for dash/wall-slide/double-jump without nested
if/elifsprawl. - godot-2d-physics — layers, Area2D doors/hazards, and direct space queries for wall detection and soft-lock-safe valves.
- godot-inventory-system — collectible/key item tracking that feeds map rewards and ability acquisition UI.
Downstream / consumers
- godot-monte-carlo-balancer — simulate ability unlock order, backtrack length, and soft-lock risk once gates and reward density are tunable.
- godot-genre-platformer — pure movement-feel patterns that Metroidvania traversal builds on when stripping ability gating.
- godot-signal-architecture — ability_unlocked / gate_opened / map_revealed buses so HUD and rooms observe progression without owning it.
Master
- godot-master — library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.
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.
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