Set up Git for a Godot 4.x project — .gitignore for engine cache and exports, .gitattributes with Git LFS for binary assets (PNG, WAV, OGG, MP3, FBX, GLB, BLEND, ZIP, large .tres), .gdignore for asset-only folders, and the one-time LFS init. Use for any new Godot project, or to repair a project that committed .godot/…
Configure Godot 4.x InputMap with standard actions (move, jump, attack, interact, pause, UI nav) for keyboard, mouse, and gamepad. Generate a runtime remap UI as a bonus. Edits project.godot.
Set up Godot 4.x localization (i18n) for a project — CSV translation tables, gettext .po workflow, language switcher, locale persistence, font fallback for non-Latin scripts. Use to add multi-language support, change UI language at runtime, or wire fonts that cover languages outside the default Latin set.
Set up a Resource-based save/load system for Godot 4.x — SaveManager autoload, SaveData Resource, persist group convention, save slots. Handles Vector2, Color, Resource refs, custom classes (which JSON cannot).
Generate SFX, music, and ambience for a Godot project — using ElevenLabs MCP if available, otherwise suggest free CC0 sources. Enforces format conventions (.wav for SFX, .ogg for music), naming, bus layout, and AudioManager integration.
Activate subagentic development mode for milestone execution: an orchestrator agent decomposes work into parallel workers, each write is verified externally by file-verifier, and main-context tokens are kept minimal. Use when the user asks to implement a milestone, build a multi-file feature, or says 'subagent mode' /…
Sync project documentation after implementations or design changes — README.md, the GDD under docs/design/, plans under docs/plans/ (whole-game and feature plans), feature surveys and specs under docs/features/, PROGRESS.md, CLAUDE.md. Cross-checks divergences between design and code. Only operates on documents that…
Auto-loaded dispatcher for godot-superpowers. Establishes the design-before-code rule (soft-gated — opt-out via /skip-design) across two trails: trail A (greenfield) routes to game-brainstorming → gdd-writer → writing-game-plan; trail B (feature on an existing game) routes to codebase-survey → feature-spec →…
Run after game-brainstorming has produced an approved GDD. Produces a milestone-based implementation plan that maps every step to a specific godot-superpowers skill, identifies vertical slices, and soft-gates implementation behind user approval (opt-out via /skip-design). Should run before any scaffolding, scene…