godot-mechanic-secrets
Implement cheat codes, hidden interactions, and unlockable meta-content via time-windowed input sequence buffers, spam thresholds, look-at (dot-product) detectors, progress-% unlocks, and meta persistence in user://secrets.cfg. Use when adding Konami-style codes, curiosity spam eggs, glimmer cues, lockout anti-brute-force, or gallery flags that must survive slot deletes. Keywords: Konami, sequence buffer, meta secrets.cfg, visibility detector, lockout, glimmer, spam threshold, progress unlock.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-mechanic-secretsIs this agent skill safe to install?
- Gen Agent Trust Hubpass
This skill provides a collection of Godot Engine scripts for implementing game mechanics related to secrets, such as Konami codes, interaction spam trackers, and hidden wall detection. The skill follows best practices for Godot development, including using the 'user://' directory for persistence and the ConfigFile API for structured data storage. No malicious patterns or security vulnerabilities were detected.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- Runlayerwarn
4/4 files flagged
What does this agent skill do?
Decision Tree — Which Secret Trigger?
| Player action / design goal | Choose | MANDATORY script |
|---|---|---|
| Exact button combo / Konami | Time-windowed input sequence | secret_sequence_combo_matcher.gd (+ secret_konami_legacy_code.gd for classic mapping) |
| Mash / click N times on a prop | Spam threshold | secret_interaction_spam_tracker.gd |
| Face a wall / look at a spot | Dot-product look-at (not ray spam) | secret_visibility_detector.gd |
| Clear X% of content / true ending | Progress % unlock | secret_progress_threshold_unlocker.gd |
| Rare vendor / ghost encounter | Weighted random encounter | secret_random_encounter_spawner.gd |
| Persist unlock across save slots | Meta secrets.cfg | secret_meta_persistence.gd |
| Stop macro brute-force | Lockout guard | secret_lockout_cheat_guard.gd |
| Secret grants stats/items in P2P | Server/peer validation | godot-adapt-single-to-multiplayer — validate unlock before applying combat/economy advantages |
Do NOT invent a fourth custom detector until the table above fails.
Core Components
secret_meta_persistence.gd
Expert logic for saving global unlocks and discovery flags across all save profiles.
secret_visibility_detector.gd
View-dependent hidden wall detection using optimized Dot Product calculations.
secret_sequence_combo_matcher.gd
MANDATORY for combos — Time-sensitive input buffer with suffix/window match (not full-buffer equality).
secret_interaction_spam_tracker.gd
Logic for tracking repetitive player actions to trigger curiosity-based Easter Eggs.
secret_audio_environment_occluder.gd
Spatial logic for dynamically adjusting AudioBus effects in sealed or hidden areas.
secret_progress_threshold_unlocker.gd
Percentage-based unlocker for meta-content and 'True Ending' triggers.
secret_random_encounter_spawner.gd
Weighted random system for rarest-tier entities and secret vendor encounters.
secret_lockout_cheat_guard.gd
Anti-brute-force lockout manager to protect secret integrity.
secret_vfx_discovery_glimmer.gd
Subtle procedural visual cues for hinting at hidden interactables.
secret_konami_legacy_code.gd
Specialized implementation of the iconic Konami code using the buffer matcher.
secret_persistence_handler.gd / input_sequence_watcher.gd / interaction_threshold_trigger.gd
DEPRECATED — legacy helpers superseded by secret_* scripts. Do not wire new scenes here; migrate to secret_sequence_combo_matcher.gd, secret_interaction_spam_tracker.gd, and secret_meta_persistence.gd.
Usage Example (Cheat Code)
# Attach SecretSequenceComboMatcher (class_name) as a child of GameManager / Player
@onready var combo: SecretSequenceComboMatcher = $SecretSequenceComboMatcher
func _ready() -> void:
# Default sequences Dictionary already includes "Konami"; override or add:
combo.sequences = {
"GodMode": ["ui_up", "ui_up", "ui_down", "ui_down", "ui_left", "ui_right", "ui_left", "ui_right"]
}
combo.combo_achieved.connect(_on_cheat_unlocked)
func _on_cheat_unlocked(combo_name: String) -> void:
print("Unlocked: ", combo_name)
# Meta flag — NOT the per-slot SaveManager payload
SecretMetaPersistence.unlock_secret("god_mode") # via secret_meta_persistence.gd API
NEVER Do (Expert Secret Rules)
Discovery & Triggers
- NEVER hardcode input checks in
_process— Frame-dependent polling is unreliable for fast combos. Always use an event-based buffer likesecret_sequence_combo_matcher.gd. - NEVER use complex Raycasts for 'LookingAt' secrets — Physics raycasts are expensive if every wall is checking. Use the Dot Product method in
secret_visibility_detector.gdfor overhead efficiency. - NEVER make 'Hidden Walls' identical to real walls — Players need a subtle "Glimmer" or texture discrepancy. Total invisibility isn't a secret; it's a bug to the player.
Persistence & Meta
- NEVER save "Secrets Found" in the main Save Slot — If the player deletes their save to try a different build, their meta-progress (Gallery, Achievement flags) should persist. Use
secret_meta_persistence.gd. - NEVER trust client-side cheat validation in Peer-to-Peer — If a secret grants a stat boost, other peers should validate the "Unlock" to prevent simple memory-editing cheats.
- NEVER use
PlayerPrefs(Godot's equivalent of Settings) for secrets — Use a dedicateduser://secrets.cfg.
UX & Anti-Brute Force
- NEVER allow unlimited rapid-fire cheat attempts — A simple macro can brute-force a 4-button combo in seconds. Use
secret_lockout_cheat_guard.gdto add a penalty for excessive failures. - NEVER trigger a secret without an 'Aha!' audio/visual cue — The reward for finding a secret is the feeling of discovery. Use
secret_audio_environment_occluder.gdto change the atmosphere.
Best Practices
- Event-Based Combo Detection - Avoid polling in
_process. - Subtle Cues - Secrets should be hinted at, not invisible.
- Global Persistence - Use separate save files for meta-progress.
Elite Meta Patterns (galleries / lore / ghosting)
MANDATORY when building achievement galleries, lore journals, or ghosted-secret visibility: read secrets-meta-patterns.md. Do NOT Load for basic combo/spam/look-at triggers — use the decision tree scripts above.
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 InputEvent — Event pipeline (
_input/_unhandled_input),is_action_pressed, and echo filtering for cheat buffers. - Input examples — Practical InputMap action patterns for multi-step sequences without
_processpolling. - Controllers, gamepads, and joysticks — Map classic Konami-style codes to pad D-pad/face buttons with consistent action names.
- InputMap — Runtime action enumeration used by sequence matchers (
get_actions/event.is_action_pressed). - Saving games — Canonical persist loop; keep meta-unlocks out of per-slot save groups.
- File paths in Godot —
user://secrets.cfg/user://meta_secrets.cfgplacement across platforms. - ConfigFile — INI-style dedicated secret flags separate from Settings and main SaveManager payloads.
- Resources —
SecretDataResource patterns,emit_changed, and achievement bridges. - Vector math — Dot-product look-at detection for hidden walls without per-frame raycasts.
- Random number generation — Weighted rare-encounter rolls and pity timers for secret vendors.
- Audio buses — Bus effects / occlusion when entering sealed secret areas.
- Singletons (Autoload) — Host SecretPersistence / meta unlock managers across scene changes.
Related Skills
Prerequisites
- godot-input-handling — Action buffers, echo filtering, and InputMap remaps that cheat-sequence watchers must share with gameplay input.
- godot-signal-architecture —
sequence_matched/secret_spam_triggeredbuses so UI, audio, and achievements react without hard-wiring detectors. - godot-autoload-architecture — SecretPersistence and meta-unlock Autoloads need boot order and scene-change survival rules.
Complements
- godot-save-load-systems — Keep gallery/meta flags in
user://meta_secrets.cfgwhile run progress stays in versioned save slots. - godot-resource-data-patterns — Typed
SecretData/ lore Resources withemit_changedfor achievement and journal bridges. - godot-audio-systems — Bus effects and stingers for sealed-room occlusion and the discovery “Aha!” cue.
- godot-ui-rich-text — BBCode lore journals that append discovered secret descriptions.
- godot-tweening — Glimmer energy pulses and ghosted-secret fade tweens without AnimationPlayer overhead.
- godot-particles — Optional sparkle/dust layers that hint at interactables without spoiling the secret.
- godot-shaders-basics — Subtle wall-glimmer / dissolve materials for look-at reveal transitions.
Downstream / consumers
- godot-quest-system — Route discovery flags into quest stages, journals, and true-ending gates.
- godot-monte-carlo-balancer — Simulate rare-encounter weights, spam thresholds, and completion-% unlock odds before shipping.
- godot-adapt-single-to-multiplayer — Server/peer validation when a secret grants combat or economy advantages.
- godot-theme-easter — Seasonal/themed Easter content that consumes the same unlock and cue pipeline.
Master
- godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns secrets vs input, save, or audio.
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/thedivergentai/gd-agentic-skills/godot-mechanic-secrets">View godot-mechanic-secrets on skillZs</a>