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tommy
tommy

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2 AI agent skills for indie game devs: Godot 4 code that actually runs, and a Steam page audit

If you use Cursor or Claude Code for game dev, you've seen it: the agent writes Godot 3 code that breaks in Godot 4. And your Steam page is the thing that decides your wishlists. I built a skill for each.

Godot 4 Gameplay Architect (€9)

Stops the agent from writing outdated GDScript. It has a table of 40+ Godot 3 to 4 renames and removals (yield vs await, KinematicBody2D vs CharacterBody2D, export syntax, signals and more), ready patterns for state machines, components, save systems and object pooling, and a pre-release checklist.
https://skillhq.dev/skills/tommy/godot4-gameplay-architect

Steam Page Doctor (€5)

Give your agent your Steam store page and it returns a scored audit (100-point weighted rubric), prioritised fixes, ready-to-paste short description and About This Game copy, a 20-tag plan, and a timeline for Coming Soon, Next Fest and launch. It never invents claims about your game.
https://skillhq.dev/skills/tommy/steam-page-doctor

Both install as SKILL.md skills in Claude Code, Cursor and Codex CLI. What's your agent's worst Godot habit?

Disclosure: I made these skills and they're paid.

Top comments (2)

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skillstack profile image
SkillStack •

Worst habit: version drift, hands down. The agent writes Godot 3 code because its training data froze before Godot 4 patterns became the norm — yield instead of await, KinematicBody2D instead of CharacterBody2D.

This is exactly the class of problem where a skill beats a prompt: you can't paste a 40-item migration table into every chat, but you can pin it as maintained knowledge the agent loads on trigger.

And the Steam Page Doctor's "never invents claims" constraint is the part I'd trust. Audit skills earn trust by refusing to hallucinate, not by being comprehensive.

Which failed Godot 4 migration taught you the most renames?

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tommy91dev profile image
tommy •

Agreed, version drift is the big one. The renames that bit me most were yield to await, KinematicBody2D to CharacterBody2D, and the move_and_slide() signature change. That's exactly why the skill pins a Godot 4 migration table instead of trusting the model's memory.