Agent skill · Audited from source
godot-genre-roguelike
skill · thedivergentai/gd-agentic-skillsLGPL-3.0 licenceAudited 28 Oct 2026 · source 0c0182b848c3
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 0c0182b848c3 and found no filesystem, network or shell access and no hard-coded secrets. What it does: Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs),…
Cite
Cite this page
ModelsAtlas. “godot-genre-roguelike (thedivergentai/gd-agentic-skills)”. Retrieved 28 Oct 2026. https://modelsatlas.com/skills/thedivergentai/godot-genre-roguelike
Trust audit
Audit 0.4.1 · source read 28 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 13,985 of 14,816 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 0c0182b848c3 · 28 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publisherthedivergentai GitHub userOwner of the repository this skill is read from
- Source folderthedivergentai/gd-agentic-skills/skills/godot-genre-roguelikeThe exact folder we audited
- LicenceLGPL-3.0As the repository states it
- Commit pinned for this verdict0c0182b848c3A new audit runs when the source changes
- Repository statusNot archivedLast push 11 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs),…
--- name: godot-genre-roguelike description: "Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state." --- ## NEVER Do (Expert Anti-Patterns) ### Generation & RNG - NEVER make runs dependent on pure RNG; strictly provide **mitigation** (rerolls, shops, pity timers) to ensure every run is winnable. - NEVER use unseeded RNG for world generation; strictly initialize isolated `RandomNumberGenerator` with a predictable seed for daily runs/debugging. - NEVER rely on `@GlobalScope.randi()` for critical logic; strictly use local RNG instances to prevent global state pollution. - NEVER use `Array.pick_random()` for critical content drops; strictly use a **Shuffle Bag** to prevent statistically unfair streaks. - NEVER generate massive dungeons on the main thread; strictly use **`WorkerThreadPool.add_task()`** or **`add_group_task()`** to distribute generation across cores and prevent frame freezes. - NEVER interact with the SceneTree from a background thread; strictly generate dungeon data in a **thread-safe Array/PackedByteArray** before parsing on the main thread. ### Data & State - NEVER allow **Save Scumming**; strictly delete mid-run save files immediately upon loading to enforce permadeath. - NEVER allow the player to see the "Edge of the World"; strictly use **Fog of War** or limited vision cones to maintain the mystery of the unknown. - NEVER evaluate complex "Director" heuristics every frame; strictly use **Frame-Slicing (`Engine.get_process_frames()`)** to run heavy pacing logic only once every 60-120 frames for CPU efficiency. - NEVER move rooms individually by pixel values during procedural generation; strictly use **`Marker2D` Connection Points** in pre-authored scenes to calculate exact offsets for seamless room stitching. - NEVER allow Run State to leak into Meta State; strictly use separate singletons or Resources for `RunManager` and `MetaManager`. - NEVER scale meta-progression to be overpowered (+100% damage); strictly keep upgrades subtle (+5-15%) to maintain skill-based play. - NEVER forget to call `duplicate(true)` on base stat Resources; failing to deep-duplicate causes all entities to share a single health instance. - NEVER save run states to `.tscn` files; strictly serialize to JSON or binary in `user://` to prevent bloat. - NEVER rely on the `SceneTree` as the source of truth for grid logic; strictly maintain grid data in a separate Dictionary or Array. ### Grid & Performance - NEVER forget to handle **Navigation re-baking**; strictly rebake `NavigationRegion2D` AFTER procedural tiles are placed. - NEVER use AStar2D for tile grids; strictly use **`AStarGrid2D`** with **`jumping_enabled = true`** (Jump Point Search) for O(1) queries and high-performance pathing across open areas. - NEVER forget to call `update()` on `AStarGrid2D` after modifying states; strictly ensures pathfinding queries aren't stale. - NEVER use floats (`Vector2`) for discrete grid coordinates; strictly use **Vector2i** to prevent precision drift. - NEVER use Manhattan heuristics for 8-way movement; strictly use **`HEURISTIC_CHEBYSHEV`** or **`HEURISTIC_OCTILE`**. - NEVER iterate over every cell coordinate (0 to W,H) in GDScript; strictly use `get_used_cells()` for optimized tile access. - NEVER clear procedural levels using `free()`; strictly use `queue_free()` to avoid mid-frame segmentation faults. - NEVER broadcast mass state changes to a grid immediately; strictly use `call_deferred()` or **`call_group_flags`** to avoid frame spikes during turn transitions. - NEVER use heavy TileMapLayer nodes for high-resolution Fog of War; strictly use a **GPU Shader Mask** via `ColorRect` and an `ImageTexture` updated via **`RenderingServer.texture_2d_update()`**. ## 🛠 Expert Components (scripts/) > **MANDATORY** before implementing generation, seed sharing, or meta unlocks — read these first (do not reinvent from inline samples): > - [dungeon_generator_walker.gd](scripts/dungeon_generator_walker.gd) — Drunkard's Walk with **local** `RandomNumberGenerator` (`rng.randi() % n`, never `Array.pick_random()`). > - [seeded_rng_resource.gd](scripts/seeded_rng_resource.gd) — seed persistence for shareable / daily runs. > - [meta_progression_manager.gd](scripts/meta_progression_manager.gd) — permanent unlock currency + save boundaries vs run state. > > **Do NOT Load** the full scripts/ folder for a single task. Open only the script that matches the phase below. ### Original Expert Patterns - [meta_progression_manager.gd](scripts/meta_progression_manager.gd) - Foundational meta-progression logic with secure data persistence and currency unlocks. - [roguelike_patterns.gd](scripts/roguelike_patterns.gd) - 10 Essential Roguelike Expert Snippets (AStar, BSP, WorkerThreadPool, ShuffleBag, etc.). ### Modular Components - [dungeon_generator_walker.gd](scripts/dungeon_generator_walker.gd) - Drunkard's Walk algorithm for carving procedural rooms and caves. - [fov_raycast_calculator.gd](scripts/fov_raycast_calculator.gd) - High-performance LOS checking using physics server queries. - [seeded_rng_resource.gd](scripts/seeded_rng_resource.gd) - RNG state persistence for deterministic and shareable replayability. - [turn_manager_decoupled.gd](scripts/turn_manager_decoupled.gd) - Signal-driven turn coordination for decoupled entity logic. - [astar_grid_handler.gd](scripts/astar_grid_handler.gd) - Specialised AStarGrid2D wrapper for optimized roguelike pathfinding. - [weighted_loot_table.gd](scripts/weighted_loot_table.gd) - Native-optimized weighted random item drops with drop-rate controls. - [json_state_ser
Excerpt, first 6,001 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 0c0182b
git clone https://github.com/thedivergentai/gd-agentic-skills git -C gd-agentic-skills checkout 0c0182b848c3
The author documents no install command, so this uses the repository directly. Our verdict covers commit 0c0182b848c3 only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
0c0182b848c3
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Questions about godot-genre-roguelike
What does the godot-genre-roguelike skill do?
Is godot-genre-roguelike safe to install?
What can godot-genre-roguelike access on my machine?
How current is this page?
Sources
- github.com/thedivergentai/gd-agentic-skills/tree/main/skills/god — the audited source at commit 0c0182b848c3 and every finding aboveObserved · 28 Oct 2026
Spotted something wrong? Report a correction · Methodology
Keep going in your AI
Opens with this page as the source. We add nothing else to the prompt.
- What does the godot-genre-roguelike skill do?
- Is godot-genre-roguelike safe to install?
- What can godot-genre-roguelike access on my machine?