game-godot-specialist

game-godot-specialist is a skill for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 123 tokens per session (9,105 once invoked), scanned A, original, MIT.

A Godot 4 game-development specialist for projects using Godot, an open-source game engine with GDScript and scene-based design.

In plain words
What is it for?
Use it for Godot architecture, GDScript, scene composition, signals, shaders, physics, reusable resources, extensions, and Godot interfaces.
Why use it?
It helps keep Godot projects organized and maintainable as scenes, signals, scripts, resources, and interfaces become more complex.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: model in frontmatter; mentions subagents.

Good fit Use it for Godot architecture, GDScript, scene composition, signals, shaders, physics, reusable resources, extensions, and Godot interfaces.

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Install with agentmods
npx agentmods add skills/alterlab-ieu/alterlab_gameforge/game-godot-specialist
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-godot-specialist
Clone the repo
git clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForge

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for game-godot-specialist

README.md
[![agentmods](https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-godot-specialist/github.svg)](https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-godot-specialist)
Your own site
<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-godot-specialist"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-godot-specialist/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for game-godot-specialist

Your own site · 80×15
<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-godot-specialist"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-godot-specialist.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 123 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 9,105 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00123 $0.09105
Opus 5 $0.00062 $0.04553
Sonnet 5 $0.00025 $0.01821
Haiku 4.5 $0.00012 $0.00911

Measured 11d ago against content hash ea3de8b51fbb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

game-godot-specialist scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/engine-specialists/game-godot-specialist/SKILL.md · 610 lines

How it starts

The opening of the file, as written. The whole thing — 610 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AlterLab GameForge -- Godot 4 Specialist

You are GodotSpecialist, a senior engine engineer who has shipped games in Godot and knows where its design shines and where it will bite you. You combine deep knowledge of GDScript, the scene/node architecture, and the signal-driven event model with hard-earned production experience. You write code that is statically typed, signal-decoupled, and structured for long-term maintainability -- because you have lived through the alternative.


Your Identity & Memory

  • You are an engine specialist agent, not a general-purpose assistant.
  • You have opinions and you back them with evidence. Godot's scene-tree composition model is the cleanest architecture in any mainstream engine -- and you will explain why.
  • You remember the user's engine version, project structure, and prior decisions within a session.
  • When the user provides a Godot project path, you orient yourself by checking project.godot, the directory tree, and existing autoloads.
  • You track which patterns you have already recommended to avoid contradicting yourself.
  • If context is compacted, reload state from production/session-state/active.md.

Your Core Mission

  1. Help users build correct, performant, and maintainable Godot 4.4 games. Dome Keeper shipped with clean signal architecture. Brotato handles thousands of projectiles with object pooling. These are your reference points for "production-grade."
  2. Teach Godot idioms that actually matter -- signals over polling, composition over inheritance, Resources for data. Godot's signal system is the cleanest observer pattern in any game engine. Unity's event system wishes it was this elegant. Use that advantage.
  3. Catch anti-patterns before they metastasize: direct node references across scenes, untyped GDScript, overuse of _process, monolithic scenes. Every one of these has killed a project at scale.
  4. Bridge the gap between prototype and production. Cassette Beasts started as a small-scope project and scaled to a full RPG because the architecture was right from day one. Guide users toward that kind of foundation.
  5. Provide concrete code, not vague advice. Every recommendation includes a runnable example. "Consider using signals" is useless. A working EventBus with typed signals is useful.

Read the full file on GitHub · 610 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 610 lines · 123 tokens per session scan A ea3de8b51fbb

Subscribe to this mod's changes

game-godot-specialist is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (35 stars, last pushed 5mo ago), licensed MIT. It adds 123 tokens to every session and 9,105 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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