NEVER Do (Expert Anti-Patterns)
World Design & Exploration
- NEVER allow "Soft-Locks" where a player is trapped; if they enter via a one-way path ("valve"), they MUST be able to leave using current abilities. Always design fail-safe escape routes.
- NEVER create empty dead ends; if a player backtracks to a remote area, they MUST be rewarded with a collectible, lore, or currency. Empty rooms are design failures.
- NEVER make backtracking purely repetitive; as the player gains movement (Dash/Teleport), traversal through old areas MUST become faster. Open shortcuts to bypass long, early routes.
- NEVER hide the critical path without "crumbs"; use distinct Landmarks, unique lighting, or environmental storytelling to build the player's mental map.
- NEVER design abilities that serve only one purpose; strictly implement dual-use traversal and combat functionality (e.g., a "Dash" that crosses gaps and dodges attacks).
Persistence & Mapping
- NEVER forget to save persistent room state; if a player opens a chest or defeats a boss, that state MUST remain saved when they leave and return.
- NEVER load interconnected rooms synchronously via
load(); strictly use ResourceLoader.load_threaded_request() for seamless transitions.
- NEVER track global progression within localized room scripts; strictly use Autoload Singletons for global ability flags and world state.
- NEVER use floating-point types for grid coordinates (minimaps/fog); strictly use
Vector2i to prevent precision jitter.
- NEVER manipulate the SceneTree directly from a background loading thread; strictly use
call_deferred().
Physics & Controls
- NEVER calculate jump arcs or dashes inside
_process(); strictly use _physics_process() to prevent stutter.
- NEVER multiply
CharacterBody2D velocity by delta before move_and_slide(); the engine handles this internally.
- NEVER poll
is_action_just_pressed() inside _physics_process() for buffering; strictly capture events in _unhandled_input().
- NEVER use standard strings for high-frequency ability checks; strictly use
StringName (&"dashing") for pointer-speed comparisons.
- NEVER iterate through every node to broadcast updates; strictly use
SceneTree.call_group() for efficient mass communication.
- NEVER delete active room/player nodes via
free(); strictly use queue_free() to avoid segmentation faults.
🛠 Expert Components (scripts/)
Golden-path order (MANDATORY reads)
- Persistence / flags — metroid_game_state.gd + persistent_progression_system.gd
- Ability definitions / gates — ability_unlock_resource.gd + progression_gate_manager.gd
- Room stream / switch — background_room_streamer.gd + safe_scene_switcher.gd
- Map fog — minimap_fog_manager.gd (orchestrator) with minimap_fog.gd / minimap_fog_revealer.gd
Original Expert Patterns
- minimap_fog.gd - Grid-based fog of war that tracks visited rooms and persists via global save data.
- progression_gate_manager.gd - Central manager for ability-gated progression (Locks/Keys) and world persistence.
- metroid_game_state.gd - MANDATORY Autoload-shaped world/ability/collectible state (do not paste a local game_state tutorial).
- ability_unlock_resource.gd - MANDATORY Resource definitions for unlockable abilities queried by gates.
- minimap_fog_manager.gd - MANDATORY Vector2i fog orchestration synced to progression/save.
Modular Components
- platformer_jump_buffer.gd - Modular coyote time and jump buffering for high-fidelity movement.
- background_room_streamer.gd - Thread-safe background room preloading using
ResourceLoader.
- safe_scene_switcher.gd - Deferred scene transition pattern for stable cross-room world-state switching.
- minimap_fog_revealer.gd - Vector2i-based fog-of-war clearing logic synced to player position.
- persistent_progression_system.gd - Autoload pattern for tracking global ability/collectible flags.
- ability_state_machine.gd - Optimized
StringName pattern matching for traversal/combat states.
- fast_wall_detector.gd - Direct
PhysicsServer queries for performance-optimized wall detection.
- save_station_broadcast.gd - Group-based entity resetting and healing logic on save interaction.
- decoupled_hazard_logic.gd - Interface-style pattern for generic damage interaction.
- smooth_room_camera_transition.gd - Tween-based camera limit interpolation for seamless room movement.
Core Loop
- Exploration → blocked by a lock
- Discovery → key ability / boss
- Acquisition → new traversal/combat tool
- Backtracking → shortcuts + dual-use abilities
- Progression → new biome opens
Skill Chain
| Phase |
Skills |
Purpose |
| 1. Character |
godot-characterbody-2d, godot-state-machine-advanced |
Tight movement + ability states |
| 2. World |
godot-tilemap-mastery, godot-scene-management |
Rooms, biomes, threaded transitions |
| 3. Systems |
godot-save-load-systems, godot-ability-system |
Persist gates/collectibles; unlock keys |
| 4. UI |
godot-ui-containers, godot-inventory-system |
Map / inventory / HUD |
| 5. Balance |
godot-monte-carlo-balancer |
Soft-lock risk, backtrack length |
Architecture (script-first — no inline recipes)
1. Game State & Persistence
MANDATORY: metroid_game_state.gd + persistent_progression_system.gd. Rooms never own global ability flags. Room metadata uses resource_local_to_scene so instanced rooms do not share collectible state.
2. Room Transitions & Fast Travel
MANDATORY: background_room_streamer.gd + safe_scene_switcher.gd.
Fast travel must match NEVER (threaded load + deferred swap) — never ResourceLoader.load() / sync change_scene:
class_name FastTravelSystem extends Node
var _pending_path: String = ""
var _spawn_id: StringName = &""
func travel_to_room(scene_path: String, spawn_id: StringName) -> void:
_pending_path = scene_path
_spawn_id = spawn_id
var err := ResourceLoader.load_threaded_request(scene_path)
if err != OK:
push_error("Fast travel request failed: %s" % scene_path)
return
set_process(true)
func _process(_delta: float) -> void:
var status := ResourceLoader.load_threaded_get_status(_pending_path)
if status == ResourceLoader.THREAD_LOAD_IN_PROGRESS:
return
set_process(false)
if status != ResourceLoader.THREAD_LOAD_LOADED:
push_error("Fast travel load failed: %s" % _pending_path)
return
var packed := ResourceLoader.load_threaded_get(_pending_path) as PackedScene
# SceneTree work must be deferred — never from a worker thread
call_deferred("_swap_room", packed, _spawn_id)
func _swap_room(packed: PackedScene, spawn_id: StringName) -> void:
GlobalState.target_spawn_id = spawn_id
get_tree().change_scene_to_packed(packed)
3. Ability Gating
MANDATORY: ability_unlock_resource.gd + progression_gate_manager.gd + ability_state_machine.gd. Gates query StringName abilities from the Autoload — do not hardcode ability strings in room scripts.
4. Map / Fog
MANDATORY: minimap_fog_manager.gd. Use Vector2i cells only.
Design Principles (from Dreamnoid)
- Ability Versatility — traversal + combat dual use
- Practice Rooms — teach before punish
- Landmarks — mental map without explicit markers
- Item micro-stories — lore without cutscene walls
Common Pitfalls
- Softlocks on one-way valves — always design an escape with current abilities
- Backtracking tedium — shortcuts + faster movement after unlocks
- Empty dead ends — every remote path needs a reward
- Sync room loads — violates NEVER; use threaded request + deferred swap
Expert knowledge (on demand)
LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.
- expert-metroidvania-patterns.md — restored baseline pedagogy (architecture, WHY, implementation depth)
- room_metadata.gd
- progression_manager.gd
- fast_travel_system.gd
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 CharacterBody2D —
move_and_slide, floor detection, and velocity rules for coyote/buffer jumps and dash traversal.
- Idle and Physics Processing — keep jump arcs, dashes, and wall slides in
_physics_process; capture buffers in input callbacks.
- InputEvent —
_unhandled_input jump/ability buffering so presses are not lost between physics ticks.
- Background loading —
ResourceLoader.load_threaded_request for adjacent-room preload without hitch spikes.
- Change scenes manually — deferred room swaps, spawn door IDs, and safe
queue_free of the outgoing room.
- Saving games — persist abilities, opened gates, collectibles, and visited map cells across sessions.
- Singletons (Autoload) — global progression/game-state ownership so rooms never keep conflicting ability flags.
- Resources — ability unlock definitions and room metadata as
.tres data with safe duplication.
- Using Tilemaps —
TileMapLayer + Vector2i cells for minimap fog revelation and grid room tracking.
- Camera2D — room
limit_* bounds and tweened limit handoffs for seamless camera room transitions.
- Using Area2D — doors, save stations, and hazard triggers via body_entered without hard scene coupling.
- Groups —
call_group for save-station heal/respawn broadcasts instead of walking the whole tree.
Related Skills
Prerequisites
- godot-project-foundations — autoloads, scene layout, and project settings before stacking room streaming and global progression.
- godot-characterbody-2d — tight platformer locomotion is the substrate under ability-gated traversal (dash, wall slide, double jump).
- godot-tilemap-mastery — layered TileMap/TileMapLayer authorship for gameplay collision, landmarks, and minimap fog grids.
- godot-autoload-architecture — singleton ownership patterns for ability flags and world persistence that rooms must not duplicate.
Complements
- godot-scene-management — threaded load queues and deferred room switches that keep interconnected maps hitch-free.
- godot-save-load-systems — durable schemas for collectibles, boss flags, and visited cells across long exploration sessions.
- godot-camera-systems — room limits, RemoteTransform follow, and transition polish beyond basic Camera2D bounds.
- godot-ability-system — unlockable traversal/combat abilities that gates and state machines query as the “keys.”
- godot-state-machine-advanced — hierarchical player states for dash/wall-slide/double-jump without nested
if/elif sprawl.
- godot-2d-physics — layers, Area2D doors/hazards, and direct space queries for wall detection and soft-lock-safe valves.
- godot-inventory-system — collectible/key item tracking that feeds map rewards and ability acquisition UI.
Downstream / consumers
- godot-monte-carlo-balancer — simulate ability unlock order, backtrack length, and soft-lock risk once gates and reward density are tunable.
- godot-genre-platformer — pure movement-feel patterns that Metroidvania traversal builds on when stripping ability gating.
- godot-signal-architecture — ability_unlocked / gate_opened / map_revealed buses so HUD and rooms observe progression without owning it.
Master
- godot-master — library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.
1---2name: godot-genre-metroidvania3description: Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks.4---5
6## NEVER Do (Expert Anti-Patterns)
7
8### World Design & Exploration
9- NEVER allow "Soft-Locks" where a player is trapped; if they enter via a one-way path ("valve"), they MUST be able to leave using current abilities. Always design **fail-safe escape routes**.
10- NEVER create empty dead ends; if a player backtracks to a remote area, they MUST be rewarded with a collectible, lore, or currency. Empty rooms are design failures.
11- NEVER make backtracking purely repetitive; as the player gains movement (Dash/Teleport), traversal through old areas MUST become faster. **Open shortcuts** to bypass long, early routes.
12- NEVER hide the critical path without "crumbs"; use distinct **Landmarks**, unique lighting, or environmental storytelling to build the player's mental map.
13- NEVER design abilities that serve only one purpose; strictly implement dual-use traversal and combat functionality (e.g., a "Dash" that crosses gaps and dodges attacks).
14
15### Persistence & Mapping
16- NEVER forget to save **persistent room state**; if a player opens a chest or defeats a boss, that state MUST remain saved when they leave and return.
17- NEVER load interconnected rooms synchronously via `load()`; strictly use `ResourceLoader.load_threaded_request()` for seamless transitions.
18- NEVER track global progression within localized room scripts; strictly use **Autoload Singletons** for global ability flags and world state.
19- NEVER use floating-point types for grid coordinates (minimaps/fog); strictly use `Vector2i` to prevent precision jitter.
20- NEVER manipulate the SceneTree directly from a background loading thread; strictly use `call_deferred()`.
21
22### Physics & Controls
23- NEVER calculate jump arcs or dashes inside `_process()`; strictly use `_physics_process()` to prevent stutter.
24- NEVER multiply `CharacterBody2D` velocity by `delta` before `move_and_slide()`; the engine handles this internally.
25- NEVER poll `is_action_just_pressed()` inside `_physics_process()` for buffering; strictly capture events in `_unhandled_input()`.
26- NEVER use standard strings for high-frequency ability checks; strictly use `StringName` (&"dashing") for pointer-speed comparisons.
27- NEVER iterate through every node to broadcast updates; strictly use `SceneTree.call_group()` for efficient mass communication.
28- NEVER delete active room/player nodes via `free()`; strictly use `queue_free()` to avoid segmentation faults.
29
30---
31
32## 🛠 Expert Components (scripts/)
33
34### Golden-path order (MANDATORY reads)
351. Persistence / flags — [metroid_game_state.gd](scripts/metroid_game_state.gd) + [persistent_progression_system.gd](scripts/persistent_progression_system.gd)
362. Ability definitions / gates — [ability_unlock_resource.gd](scripts/ability_unlock_resource.gd) + [progression_gate_manager.gd](scripts/progression_gate_manager.gd)
373. Room stream / switch — [background_room_streamer.gd](scripts/background_room_streamer.gd) + [safe_scene_switcher.gd](scripts/safe_scene_switcher.gd)
384. Map fog — [minimap_fog_manager.gd](scripts/minimap_fog_manager.gd) (orchestrator) with [minimap_fog.gd](scripts/minimap_fog.gd) / [minimap_fog_revealer.gd](scripts/minimap_fog_revealer.gd)
39
40### Original Expert Patterns
41- [minimap_fog.gd](scripts/minimap_fog.gd) - Grid-based fog of war that tracks visited rooms and persists via global save data.
42- [progression_gate_manager.gd](scripts/progression_gate_manager.gd) - Central manager for ability-gated progression (Locks/Keys) and world persistence.
43- [metroid_game_state.gd](scripts/metroid_game_state.gd) - **MANDATORY** Autoload-shaped world/ability/collectible state (do not paste a local game_state tutorial).
44- [ability_unlock_resource.gd](scripts/ability_unlock_resource.gd) - **MANDATORY** Resource definitions for unlockable abilities queried by gates.
45- [minimap_fog_manager.gd](scripts/minimap_fog_manager.gd) - **MANDATORY** Vector2i fog orchestration synced to progression/save.
46
47### Modular Components
48- [platformer_jump_buffer.gd](scripts/platformer_jump_buffer.gd) - Modular coyote time and jump buffering for high-fidelity movement.
49- [background_room_streamer.gd](scripts/background_room_streamer.gd) - Thread-safe background room preloading using `ResourceLoader`.
50- [safe_scene_switcher.gd](scripts/safe_scene_switcher.gd) - Deferred scene transition pattern for stable cross-room world-state switching.
51- [minimap_fog_revealer.gd](scripts/minimap_fog_revealer.gd) - Vector2i-based fog-of-war clearing logic synced to player position.
52- [persistent_progression_system.gd](scripts/persistent_progression_system.gd) - Autoload pattern for tracking global ability/collectible flags.
53- [ability_state_machine.gd](scripts/ability_state_machine.gd) - Optimized `StringName` pattern matching for traversal/combat states.
54- [fast_wall_detector.gd](scripts/fast_wall_detector.gd) - Direct `PhysicsServer` queries for performance-optimized wall detection.
55- [save_station_broadcast.gd](scripts/save_station_broadcast.gd) - Group-based entity resetting and healing logic on save interaction.
56- [decoupled_hazard_logic.gd](scripts/decoupled_hazard_logic.gd) - Interface-style pattern for generic damage interaction.
57- [smooth_room_camera_transition.gd](scripts/smooth_room_camera_transition.gd) - Tween-based camera limit interpolation for seamless room movement.
58
59---
60
61## Core Loop
621. **Exploration** → blocked by a lock
632. **Discovery** → key ability / boss
643. **Acquisition** → new traversal/combat tool
654. **Backtracking** → shortcuts + dual-use abilities
665. **Progression** → new biome opens
67
68## Skill Chain
69
70| Phase | Skills | Purpose |
71|-------|--------|---------|
72| 1. Character | `godot-characterbody-2d`, `godot-state-machine-advanced` | Tight movement + ability states |
73| 2. World | `godot-tilemap-mastery`, `godot-scene-management` | Rooms, biomes, threaded transitions |
74| 3. Systems | `godot-save-load-systems`, `godot-ability-system` | Persist gates/collectibles; unlock keys |
75| 4. UI | `godot-ui-containers`, `godot-inventory-system` | Map / inventory / HUD |
76| 5. Balance | `godot-monte-carlo-balancer` | Soft-lock risk, backtrack length |
77
78---
79
80## Architecture (script-first — no inline recipes)
81
82### 1. Game State & Persistence
83**MANDATORY**: [metroid_game_state.gd](scripts/metroid_game_state.gd) + [persistent_progression_system.gd](scripts/persistent_progression_system.gd). Rooms never own global ability flags. Room metadata uses `resource_local_to_scene` so instanced rooms do not share collectible state.
84
85### 2. Room Transitions & Fast Travel
86**MANDATORY**: [background_room_streamer.gd](scripts/background_room_streamer.gd) + [safe_scene_switcher.gd](scripts/safe_scene_switcher.gd).
87
88Fast travel must match NEVER (threaded load + deferred swap) — never `ResourceLoader.load()` / sync `change_scene`:
89
90```gdscript
91class_name FastTravelSystem extends Node
92
93var _pending_path: String = ""
94var _spawn_id: StringName = &""
95
96func travel_to_room(scene_path: String, spawn_id: StringName) -> void:
97 _pending_path = scene_path
98 _spawn_id = spawn_id
99 var err := ResourceLoader.load_threaded_request(scene_path)
100 if err != OK:
101 push_error("Fast travel request failed: %s" % scene_path)
102 return
103 set_process(true)
104
105func _process(_delta: float) -> void:
106 var status := ResourceLoader.load_threaded_get_status(_pending_path)
107 if status == ResourceLoader.THREAD_LOAD_IN_PROGRESS:
108 return
109 set_process(false)
110 if status != ResourceLoader.THREAD_LOAD_LOADED:
111 push_error("Fast travel load failed: %s" % _pending_path)
112 return
113 var packed := ResourceLoader.load_threaded_get(_pending_path) as PackedScene
114 # SceneTree work must be deferred — never from a worker thread
115 call_deferred("_swap_room", packed, _spawn_id)
116
117func _swap_room(packed: PackedScene, spawn_id: StringName) -> void:
118 GlobalState.target_spawn_id = spawn_id
119 get_tree().change_scene_to_packed(packed)
120```
121
122### 3. Ability Gating
123**MANDATORY**: [ability_unlock_resource.gd](scripts/ability_unlock_resource.gd) + [progression_gate_manager.gd](scripts/progression_gate_manager.gd) + [ability_state_machine.gd](scripts/ability_state_machine.gd). Gates query StringName abilities from the Autoload — do not hardcode ability strings in room scripts.
124
125### 4. Map / Fog
126**MANDATORY**: [minimap_fog_manager.gd](scripts/minimap_fog_manager.gd). Use `Vector2i` cells only.
127
128---
129
130## Design Principles (from Dreamnoid)
131
132- **Ability Versatility** — traversal + combat dual use
133- **Practice Rooms** — teach before punish
134- **Landmarks** — mental map without explicit markers
135- **Item micro-stories** — lore without cutscene walls
136
137## Common Pitfalls
138
1391. Softlocks on one-way valves — always design an escape with current abilities
1402. Backtracking tedium — shortcuts + faster movement after unlocks
1413. Empty dead ends — every remote path needs a reward
1424. Sync room loads — violates NEVER; use threaded request + deferred swap
143
144## Expert knowledge (on demand)
145
146> **LLM-ignorance rule:** If a general agent would not know it before reading, load the reference — never delete expert deltas.
147
148- [expert-metroidvania-patterns.md](references/expert-metroidvania-patterns.md) — restored baseline pedagogy (architecture, WHY, implementation depth)
149- [room_metadata.gd](scripts/room_metadata.gd)
150- [progression_manager.gd](scripts/progression_manager.gd)
151- [fast_travel_system.gd](scripts/fast_travel_system.gd)
152
153## Reference
154
155> 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.
156
157### Official Documentation
158- [Using CharacterBody2D](https://docs.godotengine.org/en/stable/tutorials/physics/using_character_body_2d.html) — `move_and_slide`, floor detection, and velocity rules for coyote/buffer jumps and dash traversal.
159- [Idle and Physics Processing](https://docs.godotengine.org/en/stable/tutorials/scripting/idle_and_physics_processing.html) — keep jump arcs, dashes, and wall slides in `_physics_process`; capture buffers in input callbacks.
160- [InputEvent](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html) — `_unhandled_input` jump/ability buffering so presses are not lost between physics ticks.
161- [Background loading](https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html) — `ResourceLoader.load_threaded_request` for adjacent-room preload without hitch spikes.
162- [Change scenes manually](https://docs.godotengine.org/en/stable/tutorials/scripting/change_scenes_manually.html) — deferred room swaps, spawn door IDs, and safe `queue_free` of the outgoing room.
163- [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) — persist abilities, opened gates, collectibles, and visited map cells across sessions.
164- [Singletons (Autoload)](https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html) — global progression/game-state ownership so rooms never keep conflicting ability flags.
165- [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — ability unlock definitions and room metadata as `.tres` data with safe duplication.
166- [Using Tilemaps](https://docs.godotengine.org/en/stable/tutorials/2d/using_tilemaps.html) — `TileMapLayer` + `Vector2i` cells for minimap fog revelation and grid room tracking.
167- [Camera2D](https://docs.godotengine.org/en/stable/classes/class_camera2d.html) — room `limit_*` bounds and tweened limit handoffs for seamless camera room transitions.
168- [Using Area2D](https://docs.godotengine.org/en/stable/tutorials/physics/using_area_2d.html) — doors, save stations, and hazard triggers via body_entered without hard scene coupling.
169- [Groups](https://docs.godotengine.org/en/stable/tutorials/scripting/groups.html) — `call_group` for save-station heal/respawn broadcasts instead of walking the whole tree.
170
171### Related Skills
172
173#### Prerequisites
174- [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — autoloads, scene layout, and project settings before stacking room streaming and global progression.
175- [godot-characterbody-2d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-characterbody-2d/SKILL.md) — tight platformer locomotion is the substrate under ability-gated traversal (dash, wall slide, double jump).
176- [godot-tilemap-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tilemap-mastery/SKILL.md) — layered TileMap/TileMapLayer authorship for gameplay collision, landmarks, and minimap fog grids.
177- [godot-autoload-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-autoload-architecture/SKILL.md) — singleton ownership patterns for ability flags and world persistence that rooms must not duplicate.
178
179#### Complements
180- [godot-scene-management](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-scene-management/SKILL.md) — threaded load queues and deferred room switches that keep interconnected maps hitch-free.
181- [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — durable schemas for collectibles, boss flags, and visited cells across long exploration sessions.
182- [godot-camera-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-camera-systems/SKILL.md) — room limits, RemoteTransform follow, and transition polish beyond basic Camera2D bounds.
183- [godot-ability-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ability-system/SKILL.md) — unlockable traversal/combat abilities that gates and state machines query as the “keys.”
184- [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md) — hierarchical player states for dash/wall-slide/double-jump without nested `if/elif` sprawl.
185- [godot-2d-physics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKILL.md) — layers, Area2D doors/hazards, and direct space queries for wall detection and soft-lock-safe valves.
186- [godot-inventory-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-inventory-system/SKILL.md) — collectible/key item tracking that feeds map rewards and ability acquisition UI.
187
188#### Downstream / consumers
189- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — simulate ability unlock order, backtrack length, and soft-lock risk once gates and reward density are tunable.
190- [godot-genre-platformer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-platformer/SKILL.md) — pure movement-feel patterns that Metroidvania traversal builds on when stripping ability gating.
191- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — ability_unlocked / gate_opened / map_revealed buses so HUD and rooms observe progression without owning it.
192
193#### Master
194- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.