Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
84
81%
Does it follow best practices?
Impact
Pending
No eval scenarios have been run
Passed
No known issues
Quality
Discovery
89%Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.
This is a solid skill description with clear 'what' and 'when' clauses and excellent trigger term coverage for the Godot ecosystem. Its main weakness is that the capabilities are described at a category level (signals, scenes, state machines) rather than as concrete actions, which makes it slightly less informative about what the skill actually does versus what topics it covers.
Suggestions
Replace category-level terms with concrete actions, e.g., 'Implements signal connections, builds scene hierarchies, creates finite state machines, and optimizes GDScript performance' instead of just listing topic names.
| Dimension | Reasoning | Score |
|---|---|---|
Specificity | Names the domain (Godot 4 GDScript) and lists some areas (signals, scenes, state machines, optimization), but these are more like topic categories than concrete actions. It doesn't describe specific actions like 'implement signal connections', 'create scene trees', or 'build finite state machines'. | 2 / 3 |
Completeness | Clearly answers both 'what' (Godot 4 GDScript patterns including signals, scenes, state machines, and optimization) and 'when' (Use when building Godot games, implementing game systems, or learning GDScript best practices) with an explicit 'Use when...' clause. | 3 / 3 |
Trigger Term Quality | Includes strong natural keywords users would say: 'Godot 4', 'GDScript', 'signals', 'scenes', 'state machines', 'Godot games', 'game systems', and 'GDScript best practices'. These cover a good range of terms a user working with Godot would naturally use. | 3 / 3 |
Distinctiveness Conflict Risk | Godot 4 and GDScript are highly specific technologies that create a clear niche. This is unlikely to conflict with other game engine skills (Unity, Unreal) or general programming skills due to the explicit technology naming. | 3 / 3 |
Total | 11 / 12 Passed |
Implementation
72%Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
This is a strong, highly actionable skill with excellent executable GDScript examples covering key Godot 4 patterns. Its main weakness is verbosity — the sheer volume of code makes it token-heavy for a SKILL.md, and some patterns could be trimmed or moved to reference files. The progressive disclosure at the end is well-executed, but the inline content could benefit from similar treatment to reduce the main file's footprint.
Suggestions
Consider moving 1-2 of the longer patterns (e.g., Object Pooling, Component System) to the references file and summarizing them in the main skill, similar to how Pattern 6 and 7 are handled — this would significantly improve token efficiency.
Remove the 'When to Use This Skill' section as it largely restates the skill description and adds no actionable value for Claude.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The skill is quite long with extensive code examples that are well-written but verbose for a skill file. The 'When to Use This Skill' section and the ASCII architecture diagram add little value for Claude. However, the code itself is lean and well-structured without unnecessary prose explanations. | 2 / 3 |
Actionability | Every pattern includes fully executable, copy-paste ready GDScript code with proper type annotations, signal declarations, and complete class implementations. The code examples are production-quality and immediately usable in a Godot 4 project. | 3 / 3 |
Workflow Clarity | The patterns are clearly presented individually, but there's no guidance on how to combine them, no validation steps for verifying implementations work correctly, and no sequencing for multi-step processes like setting up a state machine in a scene tree. For a skill covering architecture patterns, some integration workflow would strengthen this. | 2 / 3 |
Progressive Disclosure | The skill provides a solid overview of core patterns inline with clear, well-signaled references to advanced-patterns.md for additional patterns (Scene Management, Save System), performance tips, and best practices. The summary of what's in the referenced file is excellent for discoverability. | 3 / 3 |
Total | 10 / 12 Passed |
Validation
90%Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.
Validation — 10 / 11 Passed
Validation for skill structure
| Criteria | Description | Result |
|---|---|---|
skill_md_line_count | SKILL.md is long (565 lines); consider splitting into references/ and linking | Warning |
Total | 10 / 11 Passed | |
27a7ed9
Table of Contents
If you maintain this skill, you can claim it as your own. Once claimed, you can manage eval scenarios, bundle related skills, attach documentation or rules, and ensure cross-agent compatibility.