godot-genre-card-game — Claude Code skill for Godot card games
A skill that gives your agent a working blueprint for CCGs and deckbuilders in Godot: card data, deck flow, turn phases, drag-and-drop, effect resolution.
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-card-game -a claude-codeWhat godot-genre-card-game does
The skill lays out how to build a digital card game in Godot: cards as Resources with Inspector-editable fields, a deck manager handling draw, discard and reshuffle, a state machine for turn phases, an arcing hand laid out on a Curve2D, and dragging through _get_drag_data(). Effects and nested reactions resolve on a LIFO stack using Array.push_back() and Array.pop_back().
It ships concrete scripts: card_effect_resolution.gd for the effect stack, card_tween_manager.gd for interruptible pile and hand tweens, card_data_resource.gd for card definitions, deck_shuffle_bag.gd for even randomization, turn_state_machine.gd for phases, plus card_drag_drop.gd, board_query_filter.gd, board_state_dictionary.gd and deck_builder_validator.gd. Decision tables and a pitfalls list come with them.
The skill bans board-state math inside _process() and card logic inside UI scripts. Resources need a parameterless _init(), otherwise they fail to load in the Inspector. Dense boards with 100+ tokens should be drawn with _draw() instead of one Control per token. For cards in hand, global_position is the wrong tool — position them along the curve.
What it helps with
- fan out cards in hand along an arc
- resolve nested card effects and counter-play on a stack
- shuffle a deck without skewing the distribution
- move a turn through draw, play and combat phases
- validate a deck against building constraints
Example prompts for the agent
- Build a deck manager in Godot with draw, discard and auto-reshuffle on an empty deck
- Resolve card effects through a LIFO stack with nested triggers
- Set up dragging cards from hand onto the board with z-index raised on click
How to install godot-genre-card-game
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-card-game -a claude-code2Manually: put the files in place
~/.claude/skills/godot-genre-card-game/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/godot-genre-card-game/
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-card-game -a codex2Manually: put the files in place
.agents/skills/godot-genre-card-game/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-card-game -a cursor2Manually: put the files in place
.cursor/skills/godot-genre-card-game/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install thedivergentai/Game-Dev-Agentic-Skills godot-genre-card-game2Manually: put the files in place
.github/skills/godot-genre-card-game/SKILL.md1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-card-game -a gemini-cli2Platform CLI
gemini skills install https://github.com/thedivergentai/Game-Dev-Agentic-Skills --path skills/godot-genre-card-gameManually: put the files in place
.devin/skills/godot-genre-card-game/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-card-game -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about godot-genre-card-game
How do I install godot-genre-card-game in Claude?
Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-card-game -a claude-code. The skill then lands at ~/.claude/skills/godot-genre-card-game/SKILL.md.
What does godot-genre-card-game do?
It hands the agent a card-game architecture for Godot: Resource-based card data, deck management, turn phases, arcing hand layout, drag-and-drop and a LIFO effect stack, with ready scripts for each part.
Where does the effect stack go wrong?
The skill insists on LIFO, so reactions come off with pop_back. Using pop_front flips the resolution order and counter-play fires in the wrong sequence.