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.
npx skills add jame581/GodotPrompter --skill godot-code-reviewgit clone --depth 1 https://github.com/jame581/GodotPrompterWrote 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.
[](https://agentmods.dev/skills/jame581/godotprompter/godot-code-review)<a href="https://agentmods.dev/skills/jame581/godotprompter/godot-code-review"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/godot-code-review/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.
<a href="https://agentmods.dev/skills/jame581/godotprompter/godot-code-review"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/godot-code-review.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00067 | $0.03666 |
| Opus 5.5 | $0.00027 | $0.01466 |
| Sonnet 5.5 | $0.00013 | $0.00733 |
| Haiku 4.5 | $0.00007 | $0.00367 |
Grade A, and why
godot-code-review 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 3d 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.
How it starts
The opening of the file, as written. The whole thing — 501 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Code Review
A structured review guide for Godot 4.3+ projects covering GDScript and C#. Work through each checklist section, then produce a review summary using the output template at the end.
Related skills: godot-testing for TDD and test coverage, scene-organization for scene tree best practices, godot-optimization for performance review.
1. Node & Scene Architecture
- Each scene has a single, clear responsibility (player, enemy, UI widget, etc.)
- Inheritance chains are shallow — prefer composition via child nodes over deep
extendshierarchies - Autoloads (singletons) are used sparingly; only truly global state belongs there
- Node references traverse only to direct children — no
get_parent()chains -
@onready(GDScript) orGetNode<T>()(C#) targets direct children or named paths within the same scene
Anti-pattern — get_parent() chain
# BAD: tight coupling, breaks if the tree changes
func take_damage(amount: int) -> void:
get_parent().get_parent().get_node("HUD").update_health(health)
// BAD: tight coupling, breaks if the tree changes
public void TakeDamage(int amount)
{
GetParent().GetParent().GetNode("HUD").Call("UpdateHealth", _health);
}
Fix — emit a signal instead
# GOOD: parent/ancestor listens; child stays decoupled
signal health_changed(new_health: int)
func take_damage(amount: int) -> void:
health -= amount
health_changed.emit(health)
// GOOD: parent/ancestor listens; child stays decoupled
[Signal]
public delegate void HealthChangedEventHandler(int newHealth);
public void TakeDamage(int amount)
{
_health -= amount;
EmitSignal(SignalName.HealthChanged, _health);
}
2. GDScript Style
- Variables and functions use
snake_case - Class names declared with
class_nameusePascalCase - Constants use
SCREAMING_SNAKE_CASE - All function parameters and return types carry type hints
-
@exportvariables include an explicit type - Signal declarations appear at the top of the file, before variables
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.
- 3d ago Changed 263e2046c805
- 13d ago Changed · +34 tokens per session 1dcb71c74834
- 1mo ago Changed bf7baf324b5d
- 1mo ago First seen · 501 lines · 33 tokens per session scan A 6c97986442dc
godot-code-review is a skill published in the GitHub repository jame581/GodotPrompter (871 stars, last pushed 2d ago), licensed MIT. It adds 67 tokens to every session and 3,666 once invoked, about $0.0003 per session on Opus 5.5. 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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