mcpbeat

Godot Genre Metroidvania

thedivergentai/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.

13k tokens
context cost
the whole folder, loaded on every use
20
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
451
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-genre-metroidvania

The instruction itself

27 sections, as written by the author

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

Genre: Metroidvania

Expert blueprint for Metroidvanias balancing exploration, progression, and backtracking rewards.

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 use ResourceLoader.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 Vector2i to 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 CharacterBody2D velocity by delta before move_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 use queue_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 StringName pattern matching for traversal/combat states.
  • fast_wall_detector.gd - Direct PhysicsServer queries 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 CharacterBody2Dmove_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_input jump/ability buffering so presses are not lost between physics ticks.
  • Background loadingResourceLoader.load_threaded_request for adjacent-room preload without hitch spikes.
  • Change scenes manually — deferred room swaps, spawn door IDs, and safe queue_free of 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 .tres data with safe duplication.
  • Using TilemapsTileMapLayer + Vector2i cells 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.
  • Groupscall_group for save-station heal/respawn broadcasts instead of walking the whole tree.
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/elif sprawl.
  • 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 to use it

Copy the folder

Take thedivergentai/godot-genre-metroidvania from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.