MCPInstall

godot-genre-roguelike

Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, proceduralgeneration, permadeath, metaprogression, seededRNG, relicsystem, runstate.

Installs
435
Last 24h
—
Trending rank
—
Security
Not audited

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-genre-roguelike
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads godot-genre-roguelike automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

NEVER Do (Expert Anti-Patterns)

Generation & RNG

  • NEVER make runs dependent on pure RNG; strictly provide mitigation (rerolls, shops, pity timers) to ensure every run is winnable.
  • NEVER use unseeded RNG for world generation; strictly initialize isolated RandomNumberGenerator with a predictable seed for daily runs/debugging.
  • NEVER rely on @GlobalScope.randi() for critical logic; strictly use local RNG instances to prevent global state pollution.
  • NEVER use Array.pick_random() for critical content drops; strictly use a Shuffle Bag to prevent statistically unfair streaks.
  • NEVER generate massive dungeons on the main thread; strictly use WorkerThreadPool.add_task() or add_group_task() to distribute generation across cores and prevent frame freezes.
  • NEVER interact with the SceneTree from a background thread; strictly generate dungeon data in a thread-safe Array/PackedByteArray before parsing on the main thread.

Data & State

  • NEVER allow Save Scumming; strictly delete mid-run save files immediately upon loading to enforce permadeath.
  • NEVER allow the player to see the "Edge of the World"; strictly use Fog of War or limited vision cones to maintain the mystery of the unknown.
  • NEVER evaluate complex "Director" heuristics every frame; strictly use Frame-Slicing (Engine.get_process_frames()) to run heavy pacing logic only once every 60-120 frames for CPU efficiency.
  • NEVER move rooms individually by pixel values during procedural generation; strictly use Marker2D Connection Points in pre-authored scenes to calculate exact offsets for seamless room stitching.
  • NEVER allow Run State to leak into Meta State; strictly use separate singletons or Resources for RunManager and MetaManager.
  • NEVER scale meta-progression to be overpowered (+100% damage); strictly keep upgrades subtle (+5-15%) to maintain skill-based play.
  • NEVER forget to call duplicate(true) on base stat Resources; failing to deep-duplicate causes all entities to share a single health instance.
  • NEVER save run states to .tscn files; strictly serialize to JSON or binary in user:// to prevent bloat.
  • NEVER rely on the SceneTree as the source of truth for grid logic; strictly maintain grid data in a separate Dictionary or Array.

Grid & Performance

  • NEVER forget to handle Navigation re-baking; strictly rebake NavigationRegion2D AFTER procedural tiles are placed.
  • NEVER use AStar2D for tile grids; strictly use AStarGrid2D with jumping_enabled = true (Jump Point Search) for O(1) queries and high-performance pathing across open areas.
  • NEVER forget to call update() on AStarGrid2D after modifying states; strictly ensures pathfinding queries aren't stale.
  • NEVER use floats (Vector2) for discrete grid coordinates; strictly use Vector2i to prevent precision drift.
  • NEVER use Manhattan heuristics for 8-way movement; strictly use HEURISTIC_CHEBYSHEV or HEURISTIC_OCTILE.
  • NEVER iterate over every cell coordinate (0 to W,H) in GDScript; strictly use get_used_cells() for optimized tile access.
  • NEVER clear procedural levels using free(); strictly use queue_free() to avoid mid-frame segmentation faults.
  • NEVER broadcast mass state changes to a grid immediately; strictly use call_deferred() or call_group_flags to avoid frame spikes during turn transitions.
  • NEVER use heavy TileMapLayer nodes for high-resolution Fog of War; strictly use a GPU Shader Mask via ColorRect and an ImageTexture updated via RenderingServer.texture_2d_update().

🛠 Expert Components (scripts/)

MANDATORY before implementing generation, seed sharing, or meta unlocks — read these first (do not reinvent from inline samples):

  • dungeon_generator_walker.gd — Drunkard's Walk with local RandomNumberGenerator (rng.randi() % n, never Array.pick_random()).
  • seeded_rng_resource.gd — seed persistence for shareable / daily runs.
  • meta_progression_manager.gd — permanent unlock currency + save boundaries vs run state.

Do NOT Load the full scripts/ folder for a single task. Open only the script that matches the phase below.

Original Expert Patterns

  • meta_progression_manager.gd - Foundational meta-progression logic with secure data persistence and currency unlocks.
  • roguelike_patterns.gd - 10 Essential Roguelike Expert Snippets (AStar, BSP, WorkerThreadPool, ShuffleBag, etc.).

Modular Components

  • dungeon_generator_walker.gd - Drunkard's Walk algorithm for carving procedural rooms and caves.
  • fov_raycast_calculator.gd - High-performance LOS checking using physics server queries.
  • seeded_rng_resource.gd - RNG state persistence for deterministic and shareable replayability.
  • turn_manager_decoupled.gd - Signal-driven turn coordination for decoupled entity logic.
  • astar_grid_handler.gd - Specialised AStarGrid2D wrapper for optimized roguelike pathfinding.
  • weighted_loot_table.gd - Native-optimized weighted random item drops with drop-rate controls.
  • json_state_serializer.gd - Persistent serialization for procedural entity data and run states.
  • fog_of_war_masker.gd - TileMapLayer-based visibility masking and discovery system.
  • meta_progression_resource.gd - Data separation for permanent game unlocks and skill trees.
  • move_command_object.gd - Command pattern implementation for reversible turn-based actions.
  • dungeon_generator.gd - High-level procedural orchestrator for room-and-hallway layout generation.
  • run_manager.gd - Autoload run seed/floor/inventory lifecycle (start_run / end_run).
  • director_ai.gd - Pacing manager — spawn intensity from player power + time-in-run.
  • room_assembler.gd - Marker-based procedural room stitching from prefab scenes.
  • synergy_manager.gd - Relic tag synergy detection and stacked modifier application.
  • example_relic_vampirism.gd - Sample Relic Resource hook (on_damage_dealt).

Core Loop

  1. Preparation: Select character, equip meta-upgrades (see meta_progression_resource.gd).
  2. The Run: complete procedural levels (dungeon_generator_walker.gd), acquire temporary power-ups.
  3. The Challenge: Survive increasingly difficult encounters using A* pathfinding (astar_grid_handler.gd).
  4. Death/Victory: Run ends, resources calculated.
  5. Meta-Progression: Spend resources on permanent unlocks (meta_progression_resource.gd).
  6. Repeat: Start a new run with new capabilities.

Skill Chain

PhaseSkillsPurpose
1. Architecturegodot-autoload-architecture, godot-state-machine-advancedRun State vs Meta State boundaries
2. World Gengodot-procedural-generation, godot-tilemap-masteryUnique levels every run (walker/BSP/noise)
3. Combatgodot-combat-system, godot-ai-navigationHigh-stakes encounters + FOV/pathing
4. Progressiongodot-inventory-system, godot-resource-data-patternsRun items/relics + typed Resources
5. Persistencegodot-save-load-systemsMeta unlocks + anti-scum mid-run deletes
6. Balancegodot-monte-carlo-balancerWin% vs meta level; dead-item detection

Architecture Overview

Roguelikes require a strict separation between Run State (temporary) and Meta State (persistent).

  • Run lifespan / seed: Own an AutoLoad that resets on death; seed via MANDATORY seeded_rng_resource.gd. Never leak run HP/gold into meta saves.
  • Meta unlocks: MANDATORY meta_progression_manager.gd + meta_progression_resource.gd — subtle permanent bonuses only (+5–15%).
  • Serialize: Prefer json_state_serializer.gd / user:// JSON-binary; never treat .tscn as a run save.

Key Mechanics (route to scripts/)

Procedural Dungeon Generation

  • Drunkard's Walk: MANDATORY dungeon_generator_walker.gd — pass a local seeded RandomNumberGenerator; directions via rng.randi() % directions.size() (never Array.pick_random()).
  • Critical drops / fairness: Use Shuffle Bag patterns in roguelike_patterns.gd or weights in weighted_loot_table.gd.
  • BSP / room orchestrator: dungeon_generator.gd; deeper WFC/noise → peer godot-procedural-generation.
  • Pathing after gen: astar_grid_handler.gd — call update() after solid-cell edits; rebake NavigationRegion2D if using nav meshes.

Relics, turns, fog, pacing

  • Relic hooks / synergy tags: Resource subclasses + weighted_loot_table.gd; inventory peer godot-inventory-system.
  • Turns: turn_manager_decoupled.gd + move_command_object.gd.
  • Fog / LOS: fog_of_war_masker.gd, fov_raycast_calculator.gd.
  • Director pacing: frame-slice with Engine.get_process_frames() % N (see NEVER); keep heuristics out of every-frame _process work.

Common Pitfalls

  1. RNG Dependency: Don't make runs entirely dependent on luck. Good roguelikes allow skill to mitigate bad RNG.
  2. Meta-progression Imbalance: If meta-upgrades are too strong, the game becomes a "grind to win" rather than "learn to win".
  3. Lack of Variety: Procedural generation is only as good as the content it arranges. You need a lot of content (rooms, enemies, items) to keep it fresh.
  4. Save Scumming: Players will try to quit to avoid death. Save the state only on floor transition or quit, and delete the save on load (optional, but standard for strict roguelikes).

Godot-Specific Tips

  • Seeded Runs: Always initialize RandomNumberGenerator with a seed. This allows players to share specific run layouts.
  • ResourceSaver: Use ResourceSaver for meta-progression, but be careful with cyclical references in deeply nested resources.
  • Scenes as Rooms: Build your "rooms" as separate scenes (Room1.tscn, Room2.tscn) and instance them into the generated layout for handcrafted quality within procedural layouts.
  • Navigation: Rebake NavigationRegion2D at runtime after generating the dungeon layout if using 2D navigation.

Advanced Techniques

  • Synergy System: Tag items (fire, projectile, companion) and check for tag combinations to create emergent power-ups.
  • Director AI: An invisible "Director" system that tracks player health/stress and adjusts spawn rates dynamically (like Left 4 Dead).

MANDATORY for depth beyond decision trees and script catalog: roguelike-meta-systems-deep.md. Do NOT Load on first-pass wiring — use bundled scripts/ first.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Using TileMaps — TileMapLayer cells, sources, and runtime placement for procedural floors/walls.
  • TileMapLayer — set_cell / get_used_cells APIs used after walker/BSP generation and fog clears.
  • AStarGrid2D — grid pathfinding with heuristics, diagonal modes, and update() after solid-cell edits.
  • RandomNumberGenerator — seeded PCG32 for shareable runs; prefer local instances over global randi().
  • WorkerThreadPool — offload heavy dungeon generation without freezing the main thread.
  • Using multiple threads — when WorkerThreadPool/tasks are safe versus SceneTree ownership rules.
  • Thread-safe APIs — generate data off-thread, then apply tiles/nodes on the main thread only.
  • Saving games — user:// persistence patterns for meta unlocks and anti-scum mid-run deletes.
  • Resources — Resource-backed meta/run data, duplicate(true), and save/load of .tres/custom resources.
  • Singletons (AutoLoad) — isolate RunManager vs MetaManager so run death cannot wipe permanent progress.
  • Ray-casting — PhysicsDirectSpaceState queries for FOV / line-of-sight without Area2D spam.
  • FastNoiseLite — noise fields for cave-style maps before connectivity validation with AStarGrid2D.

Related Skills

Prerequisites

Complements

Downstream / consumers

Master

  • godot-master — library router and mirrored module entry for cross-skill discovery.

FAQ

What does the godot-genre-roguelike skill do?

Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, proceduralgeneration, permadeath, metaprogression, seededRNG, relicsystem, runstate.

How do I install godot-genre-roguelike?

Run npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-genre-roguelike in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/godot-genre-roguelike/ (personal) or .claude/skills/godot-genre-roguelike/ (project).

Which AI agents can use godot-genre-roguelike?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is godot-genre-roguelike safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains godot-genre-roguelike?

It is published by thedivergentai in thedivergentai/game-dev-agentic-skills. It has 435 recorded installs.

More from thedivergentai/game-dev-agentic-skills

View all →

godot-master

thedivergentai/game-dev-agentic-skills

Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.

godot-shaders-basics

thedivergentai/game-dev-agentic-skills

Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHASCISSOR, hintscreentexture, hintdepthtexture, global uniform, sampler2DArray, canvasitem, spatial, post-processing.

AI & Agents691 installs

godot-2d-animation

thedivergentai/game-dev-agentic-skills

Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animationfinished, animationlooped, framechanged, frameprogress, setframeandprogress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).

Frontend & Design688 installs

godot-ui-theming

thedivergentai/game-dev-agentic-skills

Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling. Covers StyleBoxFlat/Texture, theme inheritance, dynamic theme switching, and font variations. Use when implementing consistent UI styling OR supporting multiple themes. Keywords Theme, StyleBox, StyleBoxFlat, addthemeoverride, font, theme inheritance, dark mode.

Frontend & Design623 installs

godot-gdscript-mastery

thedivergentai/game-dev-agentic-skills

Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project standards. Trigger keywords: statictyping, signalarchitecture, uniquenodes, @onready, classname, signalupcalldown, Callable.bind, typedcollections, awaitsequence.

godot-particles

thedivergentai/game-dev-agentic-skills

Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emissionshape, colorramp, subemitter, oneshot.

Media & Creative614 installs

Popular ai & agents skills

View category →

google-agents-cli-publish

google/agents-cli

This skill should be used when the user wants to "publish an agent", "publish my ADK agent", "register an agent with Gemini", "publish to Gemini" (formerly Gemini Enterprise), or needs guidance on the agents-cli publish gemini command. Also use when the user wants to "manage agents in Agent Registry", "list/update/delete registered agents", or "register an MCP server". Covers ADK vs A2A registration modes, programmatic and interactive usage, flag reference, auto-detection from deployment metadata, Agent Registry fleet management, and troubleshooting. Part of the agents-cli skills suite. Do NOT use for deployment (use google-agents-cli-deploy).

AI & Agents513.9K installs

google-agents-cli-eval

google/agents-cli

This skill should be used when the user wants to "run an evaluation", "evaluate my agent", "evaluate my ADK agent", "write an eval dataset", "analyze eval failures", "compare eval results", "optimize agent", or needs guidance on the Gemini platform eval methodology and the Quality Flywheel. Covers eval metrics, dataset schema, LLM-as-judge scoring, and common failure causes. Applies to any agents-cli project, whatever framework the agent is written in. Do NOT use for agent API code patterns (ADK: use google-agents-cli-adk-code), deployment (use google-agents-cli-deploy), or project scaffolding (use google-agents-cli-scaffold).

AI & Agents513.5K installs

skill-creator

anthropics/skills

Create new skills, modify and improve existing skills, and measure skill performance. Use when users want to create a skill from scratch, edit, or optimize an existing skill, run evals to test a skill, benchmark skill performance with variance analysis, or optimize a skill's description for better triggering accuracy.

OfficialAI & Agents416.4K installs

codex-pet

prime-skills/runcomfy-agent-skills

Codex Pet generator on RunComfy. Build a Codex-compatible Codex Pet spritesheet.webp + pet.json from a single reference image, drop it into ${CODEXHOME:-$HOME/.codex}/pets/ / and Codex picks it up as a custom Codex Pet next to the 8 built-ins. This skill produces the exact Codex Pet atlas Codex expects (1536x1872 PNG/WebP, 8 cols x 9 rows, 192x208 cells, 9 animation states — idle, running-right, running-left, waving, jumping, failed, waiting, running, review). Calls OpenAI GPT Image 2 edit ONCE via the local RunComfy CLI as runcomfy run openai/gpt-image-2/edit to produce a canonical Codex Pet pose, then assembles all 9 animation rows programmatically with ImageMagick micro-transforms — no Codex Pro, no $imagegen, no OPENAIAPIKEY required, only RUNCOMFYTOKEN. Triggers on "codex pet", "create codex pet", "make codex pet", "hatch codex pet", "/hatch image", "desktop pet codex", "codex pets", "spritesheet.webp", or any explicit ask to build a custom pet for OpenAI Codex.

AI & Agents402.1K installs

full-output-enforcement

leonxlnx/taste-skill

Overrides default LLM truncation behavior. Enforces complete code generation, bans placeholder patterns, and handles token-limit splits cleanly. Apply to any task requiring exhaustive, unabridged output.

AI & Agents401K installs

executing-plans

obra/superpowers

Use when executing an implementation plan in the current session as the implementer yourself — your human partner chose inline execution, or no subagent tool is available

AI & Agents245.7K installs