Run the Godot project
Because UI is built entirely in C# (no .tscn for UI), a build passing is not proof
the screen looks/behaves right — run it.
Find the editor binary.
godotmay not be onPATH. Checkwhich godot, then common names (godot4,Godot_v4.6*). It must be the .NET / Mono build. If none is found, tell the user and ask for the path — do not guess.Build C# first (headless-safe):
dotnet build Game.csproj. Fix errors before launching.Run the main scene from the repo root:
<godot> --path .Add
--headless --quit-after 2for a smoke run in CI-like contexts (won't show UI but confirms it boots).Verify the change — the app starts on level/game_level.tscn. Interact with the relevant screen; check
GD.Printoutput in the console and any on-screen result.Report what you observed (started cleanly / errors in console / expected UI shown). If you can't launch a GUI in this environment, say so and fall back to
verify(build + tests) plus a note that a human should run it.
Prefer the built-in run skill if it already covers this project better; this skill is the Godot-specific fallback.