Skill Claude CodeCodex
Generate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.
Autonomous text-to-game pipeline for Godot, powered by Claude Code,Codex,Opencode
Skill Claude CodeCodex
Generate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.
Skill Claude CodeCodex
Produce reusable card art sources and native Godot card UI resources.
Skill Claude CodeCodex
Produce one illustrated character SpriteFrames resource from high-level body-action intent, optional character and style references, and a resolved animation plan.
Skill Claude CodeCodex
Produce a reusable compact-prop atlas from one provider source sheet, with independently loadable AtlasTexture resources for every declared prop.
Skill Claude CodeCodex
Produce a standalone static Texture2D effect or one explicitly timed animated SpriteFrames effect.
Skill Claude CodeCodex
Generate non-pixel-art, horizontally repeatable platform strips from real image sources as fixed Texture2D cells or AtlasTexture regions.
Skill Claude CodeCodex
Generate non-pixel-art scene prop sets from one real source sheet and deliver fixed-slot AtlasTexture resources.
Skill Claude CodeCodex
Generate, finalize, and validate a non-pixel-art full-screen visual reference for scene direction and evaluation, without producing a runtime asset.
Skill Claude CodeCodex
Generate a fixed-profile terrain atlas and compile it into a native Godot TileSet. Use for reusable terrain libraries, never for designing a TileMap.
Skill Claude CodeCodex
Produce a complete reusable flat-first Godot UI Theme from a binding visual reference, with two provider-generated source sheets, fixed square nine-slice patches, stable AtlasTexture icons, and native Theme bindings.
Skill Claude CodeCodex
Clarifies game design requirements and produces a Game Design Document (GDD). Use this skill BEFORE writing any game code. Triggers when the user describes a game idea, says "make a game", "build a {genre}", "I want a platformer", "create a tower defense", or provides any game concept — even vague ones like "make…
Skill Claude CodeCodex
Lint and format GDScript files using gdtoolkit (gdlint + gdformat). Use after writing or modifying .gd files, when asked to check code style, fix lint errors, format code, or set up linting configuration. Also use when gdlint/gdformat errors appear in output and need diagnosis. Does NOT require Godot — runs as a…
Skill Claude CodeCodex
Run gdUnit4 unit tests and parse results into structured output. Use this skill after writing or modifying code to verify correctness via unit tests, when diagnosing test failures, or when writing new test files. Triggers: "run tests", "test fails", "write a test", any gdUnit4/unit test mention. Supports both GDScript…
Skill Claude CodeCodex
Skill "gecs" from RandallLiuXin/GodotMaker, covering gecs — ecs framework for godot 4.x, core concept mapping, quick start, --- component (pure data, extends resource) -- and --- entity (extends node, define default components) --.
Skill Claude CodeCodex
Present final results to the user for acceptance. Shows evaluation results, evaluator screenshots, and asks for confirmation. Explicit invocation only — use /gm-accept.
Skill Claude CodeCodex
Asset stage manager. Reads current-tag ASSETS.md gaps, accepts user-provided assets, plans visual production units, dispatches asset-producer subagents, collects validated Asset Skill results, updates ASSETS.md directly, and emits minimal worker runtime snapshots from that one authority. Explicit invocation only - use…
Skill Claude CodeCodex
Implement game mechanic functions via worker dispatch. Covers risk-first then main implementation. Dispatches workers until PLAN is clean, then runs one verify+review pass; loops until convergence. Explicit invocation only — use /gm-build.
Skill Claude CodeCodex
Evaluate the current tag's quality: enforce the playable-closed-loop gate, maintain a single cross-tag e2e/ suite that always reflects the current game (add tests for new mechanics, prune tests for mechanics this tag deliberately removed), and reason about gameplay quality. Independent from the build process — fresh…
Skill Claude CodeCodex
Seal the current tag: snapshot the per-tag working docs into docs/tags/ /, write a CHANGELOG entry, run git tag, and reset per-tag runtime state for the next /gm-gdd round. Does NOT package a release — that lives in a separate skill. Explicit invocation only — use /gm-finalize.
Skill Claude CodeCodex
Fix gaps identified by the Evaluator. Generates GAP.md from evaluation.json, dispatches workers to address critical/major issues, then runs one final verify+review pass. Unlike gm-build (PLAN.md-driven), gm-fixgap is GAP.md-driven. Explicit invocation only — use /gm-fixgap.
Skill Claude CodeCodex
Game Design Document phase for one tag. On the first ever run, runs the full Socratic interview, produces GDD.md, and derives ROADMAP.md (split into SemVer-tagged release tags). On every subsequent run, focuses the conversation on the current tag (the earliest entry in ROADMAP.md without a git tag), optionally updates…
Skill Claude CodeCodex
Self-diagnostic skill for godotmaker itself. Invoked when the main pipeline can't make progress (e.g. several fixgap rounds in a row failed to converge). NOT a "smarter fixgap" — does not modify game code, does not write files, only reports diagnosis to chat. If a godotmaker-side defect is the root cause, drafts an…
Skill Claude CodeCodex
Scaffold a new Godot project: project.godot + addons + base directories + e2e/conftest.py + initial git commit. Lifetime-once role — runs only on fresh projects. Explicit invocation only — use /gm-scaffold.
Skill Claude CodeCodex
Mechanical verification of the built game: headless build, unit tests, lint, static checks. Explicit invocation only — use /gm-verify.
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: