Plugin Claude Code
AI Game Builder plugin marketplace.
Plugin Claude Code
AI Game Builder plugin marketplace.
Plugin Claude Code
Generate playable Godot 4 games from natural language prompts. Includes 14 specialized skills (director, player, enemies, UI, polish, etc.), MCP tools for editor integration, and a Stop hook that keeps Claude focused until the build is complete.
Hook
Runs when the agent finishes a response, executing stop-guard.sh via bash. From HubDev-AI/godot-ai-builder.
Skill Claude CodeCodex
Visual quality system for Godot games. Creates polished, layered procedural visuals using shaders, draw(), particles, and post-processing. Also handles external art pipelines (user-provided or AI-generated sprites). The goal is games that look intentional and stylish — never flat colored rectangles.
Skill Claude CodeCodex
Master router and orchestrator for AI game generation in Godot 4. GODOT 4 ONLY — never create HTML/JS/TS web apps, Unity, Unreal, or any non-Godot project. "web game" = Godot game with HTML5 export. "mobile game" = Godot with touch input. The current directory already contains a Godot project — write all files here.…
Skill Claude CodeCodex
Internal development skill for working on the AI Game Builder plugin itself. NOT for game generation — this is for modifying the builder's skills, MCP server, Godot plugin, hooks, docs, and tooling. Load this when continuing builder development. Triggers on: "improve the builder", "add a new skill", "fix the MCP…
Skill Claude CodeCodex
Game Director — the project manager for AI game generation in Godot 4. GODOT 4 ONLY — never create HTML/JS/TS web apps, Unity, Unreal, or any non-Godot project. "web game" = Godot + HTML5 export. "mobile game" = Godot + touch input. The current directory already contains a Godot project — write all files here.…
Skill Claude CodeCodex
Requirements Distiller — takes complex game design documents (GDDs, PRDs, feature lists) and produces a scoped, single-session build plan that the builder can actually deliver. Prevents scope explosion by identifying the core gameplay loop and stripping everything else. Triggers on: "distill", "scope", "session plan"…
Skill Claude CodeCodex
Audio, visual effects, tweens, particles, screen shake, shaders, and game feel. Use when adding polish: explosions, hit feedback, music, SFX, trails, glow. Includes shader-based effects and procedural sound generation.
Skill Claude CodeCodex
Enemy AI, spawn systems, boss patterns, and pathfinding for Godot 4. Use when creating enemies, wave systems, AI behavior, or boss fights. Contains complete scripts for chase, patrol, ranged, and boss enemies. All enemies include layered procedural visuals (not flat shapes).
Skill Claude CodeCodex
GDScript language patterns, idioms, and common mistakes for Godot 4.3+. Use when writing any GDScript code, checking syntax, or debugging script errors. Covers typed variables, signals, coroutines, groups, and best practices.
Skill Claude CodeCodex
Bootstrap a Godot 4 project from scratch or verify an existing project structure. Use when: starting a new game, initializing folder structure, configuring project.godot, or verifying a project is set up correctly.
Skill Claude CodeCodex
MCP tool operations: run game, read errors, reload filesystem, iterate fixes. Use when testing, debugging, or running the build-test-fix loop. This is the "DevOps" skill for AI game generation. CRITICAL: Always use MCP tools, never raw curl. Always report progress.
Skill Claude CodeCodex
Collision layers, physics bodies, Area2D triggers, and detection patterns. Use when setting up collision, creating hitboxes, or debugging physics issues.
Skill Claude CodeCodex
Player controller implementations for every genre. Use when creating player movement, shooting, jumping, or any player interaction. Contains complete, tested scripts for top-down, platformer, twin-stick, and point-and-click controllers. All controllers include layered procedural visuals (not flat shapes).
Skill Claude CodeCodex
Game feel, juice, and visual quality. The difference between a prototype and a game people want to play. Use in Phase 5 of the Director workflow, or whenever the user says "make it look good", "add polish", "add juice", or "it feels flat".
Skill Claude CodeCodex
Scene creation and node hierarchy architecture for Godot 4. Use when building scenes, choosing between programmatic vs .tscn, designing node trees, or connecting scripts to scenes. CRITICAL: prefer programmatic scene building for generated code.
Skill Claude CodeCodex
Genre-specific game templates with complete file manifests. Use when creating a game from a genre prompt. Each template lists every file to create, the node hierarchy, and the key mechanics to implement.
Skill Claude CodeCodex
UI systems for Godot 4: HUD, menus, game over screens, dialog boxes, health bars, and screen transitions. Use when building any user interface.