Godogen godogen

install
source · Clone the upstream repo
git clone https://github.com/htdt/godogen
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/htdt/godogen "$T" && mkdir -p ~/.claude/skills && cp -r "$T/codex/skills/godogen" ~/.claude/skills/htdt-godogen-godogen-07d576 && rm -rf "$T"
manifest: codex/skills/godogen/SKILL.md
source content

Game Generator — Orchestrator

Generate and update Godot games from natural language.

Capabilities

Read each stage file from

.agents/skills/godogen/
only when you reach that stage.

FilePurposeWhen to read
visual-target.md
Generate reference imagePipeline start
decomposer.md
Decompose into task planAfter visual target
scaffold.md
Architecture + skeletonAfter decomposition
asset-planner.md
Budget and plan assetsIf budget provided
asset-gen.md
Asset generation CLI refWhen generating assets
rembg.md
Background removalOnly when an asset needs transparency removed
task-execution.md
Task workflow + commandsBefore first task
quirks.md
Godot gotchasBefore writing code
scene-generation.md
Scene buildersTargets include
.tscn
test-harness.md
Verification scriptsBefore test harness
capture.md
Screenshot/videoBefore capture
visual-qa.md
Visual QA usageAfter capture
android-build.md
APK exportUser requests Android
(godot-api skill)C# Godot syntax refWhen unsure about Godot API details

Pipeline

User request
    |
    +- Check if PLAN.md exists (resume check)
    |   +- If yes: read PLAN.md, STRUCTURE.md, MEMORY.md -> skip to task execution
    |   +- If no: continue with fresh pipeline below
    |
    +- Generate visual target -> reference.png + ASSETS.md (art direction only)
    +- Analyze risks + define verification criteria -> PLAN.md
    +- Design architecture -> STRUCTURE.md + project.godot + stubs
    |
    +- If budget provided (and no asset tables in ASSETS.md):
    |   +- Plan and generate assets -> ASSETS.md + updated PLAN.md with asset assignments
    |
    +- Show user a concise plan summary (risk tasks if any, main build scope)
    |
    +- Execute (see Execution below)
    |
    +- If user requested Android app:
    |   +- Read android-build.md, add ETC2/ASTC to project.godot, create export_presets.cfg, export APK
    |
    +- Summary of completed game

Assets

If a budget is provided, generating proper assets is part of the task, not optional. Do not fall back to procedural primitives (boxes stacked into a human, spheres for heads, coloured quads for props) when the budget allows a real asset — plan and generate the asset through

asset-planner.md
/
asset-gen.md
. Procedural stand-ins are acceptable only for genuinely abstract shapes (platforms, blocks, particles) or when the asset-planner has explicitly ruled an asset out on budget grounds.

Placeholder primitives in gameplay code are a signal that the asset step was skipped — go back and generate the asset before continuing.

Execution

Read

task-execution.md
before starting. Two phases:

  1. Risk tasks (if any) — implement each in isolation, verify, commit
  2. Main build — implement everything else, verify, present results, commit

The final task in

PLAN.md
is a presentation video — a ~30-second MP4 showcasing gameplay.

Godot API Lookup

When you need to look up a Godot class API or C# Godot pattern, use the

godot-api
skill with a targeted query. It keeps large API docs out of the main pipeline.

Use the skill inline when you already know what class or symbol to inspect and can answer by searching

_common.md
/
_other.md
plus reading a small number of specific docs. Use a dedicated helper agent when you need to discover candidate classes, compare several classes, or read multiple or large docs and reduce them to a compact answer.

Be specific about what you need:

  • Targeted query — ask for specific methods, signals, or syntax:
    "CharacterBody3D: what method applies velocity and slides along collisions?"
  • Full API — only when you need to survey the whole class:
    "full API for AnimationPlayer"

Context Hygiene

Keep important state in files so the pipeline can resume cleanly after long threads or compaction:

  • PLAN.md — task statuses and verification criteria
  • STRUCTURE.md — architecture reference
  • MEMORY.md — discoveries, quirks, workarounds, what worked or failed
  • ASSETS.md — asset manifest with paths and generation details

After completing each task: update

PLAN.md
, write discoveries to
MEMORY.md
, and commit. If the thread becomes noisy, summarize the important state into those files and continue from the artifacts instead of relying on conversational memory.

Visual QA

Do not trust code alone — verify on screenshots. Code that looks correct often has broken placement, wrong scale, missing elements, or clipped geometry.

Two levels of validation:

  • Quick check — inspect the screenshot yourself for small, targeted changes where you know exactly what to look for.
  • VQA skill — use the
    visual-qa
    skill for end-to-end validation, after major changes, or whenever you need a fresh assessment. Pass
    --both
    for Gemini plus native image analysis when higher confidence is worth the cost.

Run Gemini-only VQA inline. For

--native
or
--both
, invoke
visual-qa
in a dedicated helper agent so image review starts from a fresh context.

Read

visual-qa.md
for invocation modes and context passing. Save VQA output to
visual-qa/{N}.md
.

Handling verdicts:

  • pass/warning — move on
  • fail — fix the issue. After 3 fix cycles:
    • Replan — if the root cause is upstream (architecture, assets)
    • Escalate — surface to the user if you cannot determine the fix

Never silently ignore a fail verdict. If you believe it is a false positive, report that explicitly and let the user decide.