mcpbeat

Godot Mechanic Secrets

thedivergentai/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.

10k tokens
context cost
the whole folder, loaded on every use
15
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-mechanic-secrets

The instruction itself

29 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.

Secrets & Easter Eggs (Mechanics)

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 like secret_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.gd for 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 dedicated user://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.gd to 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.gd to 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 _process polling.
  • 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 Godotuser://secrets.cfg / user://meta_secrets.cfg placement across platforms.
  • ConfigFile — INI-style dedicated secret flags separate from Settings and main SaveManager payloads.
  • ResourcesSecretData Resource 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.
Prerequisites
  • godot-input-handling — Action buffers, echo filtering, and InputMap remaps that cheat-sequence watchers must share with gameplay input.
  • godot-signal-architecturesequence_matched / secret_spam_triggered buses 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.cfg while run progress stays in versioned save slots.
  • godot-resource-data-patterns — Typed SecretData / lore Resources with emit_changed for 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
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns secrets vs input, save, or audio.

How to use it

Copy the folder

Take thedivergentai/godot-mechanic-secrets 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.