| name | godot-genre-metroidvania |
| description | Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks. |
NEVER Do (Expert Anti-Patterns)
World Design & Exploration
- NEVER allow "Soft-Locks" where a player is trapped; if they enter via a one-way path ("valve"), they MUST be able to leave using current abilities. Always design fail-safe escape routes.
- NEVER create empty dead ends; if a player backtracks to a remote area, they MUST be rewarded with a collectible, lore, or currency. Empty rooms are design failures.
- NEVER make backtracking purely repetitive; as the player gains movement (Dash/Teleport), traversal through old areas MUST become faster. Open shortcuts to bypass long, early routes.
- NEVER hide the critical path without "crumbs"; use distinct Landmarks, unique lighting, or environmental storytelling to build the player's mental map.
- NEVER design abilities that serve only one purpose; strictly implement dual-use traversal and combat functionality (e.g., a "Dash" that crosses gaps and dodges attacks).
Persistence & Mapping
- NEVER forget to save persistent room state; if a player opens a chest or defeats a boss, that state MUST remain saved when they leave and return.
- NEVER load interconnected rooms synchronously via
load(); strictly use ResourceLoader.load_threaded_request() for seamless transitions.
- NEVER track global progression within localized room scripts; strictly use Autoload Singletons for global ability flags and world state.
- NEVER use floating-point types for grid coordinates (minimaps/fog); strictly use
Vector2i to prevent precision jitter.
- NEVER manipulate the SceneTree directly from a background loading thread; strictly use
call_deferred().
Physics & Controls
- NEVER calculate jump arcs or dashes inside
_process(); strictly use _physics_process() to prevent stutter.
- NEVER multiply
CharacterBody2D velocity by delta before move_and_slide(); the engine handles this internally.
- NEVER poll
is_action_just_pressed() inside _physics_process() for buffering; strictly capture events in _unhandled_input().
- NEVER use standard strings for high-frequency ability checks; strictly use
StringName (&"dashing") for pointer-speed comparisons.
- NEVER iterate through every node to broadcast updates; strictly use
SceneTree.call_group() for efficient mass communication.
- NEVER delete active room/player nodes via
free(); strictly use queue_free() to avoid segmentation faults.
🛠 Expert Components (scripts/)
Golden-path order (MANDATORY reads)
- Persistence / flags — metroid_game_state.gd + persistent_progression_system.gd
- Ability definitions / gates — ability_unlock_resource.gd + progression_gate_manager.gd
- Room stream / switch — background_room_streamer.gd + safe_scene_switcher.gd
- Map fog — minimap_fog_manager.gd (orchestrator) with minimap_fog.gd / minimap_fog_revealer.gd
Original Expert Patterns
Modular Components
Core Loop
- Exploration → blocked by a lock
- Discovery → key ability / boss
- Acquisition → new traversal/combat tool
- Backtracking → shortcuts + dual-use abilities
- Progression → new biome opens
Skill Chain
| Phase | Skills | Purpose |
|---|
| 1. Character | godot-characterbody-2d, godot-state-machine-advanced | Tight movement + ability states |
| 2. World | godot-tilemap-mastery, godot-scene-management | Rooms, biomes, threaded transitions |
| 3. Systems | godot-save-load-systems, godot-ability-system | Persist gates/collectibles; unlock keys |
| 4. UI | godot-ui-containers, godot-inventory-system | Map / inventory / HUD |
| 5. Balance | godot-monte-carlo-balancer | Soft-lock risk, backtrack length |
Architecture (script-first — no inline recipes)
1. Game State & Persistence
MANDATORY: metroid_game_state.gd + persistent_progression_system.gd. Rooms never own global ability flags. Room metadata uses resource_local_to_scene so instanced rooms do not share collectible state.
2. Room Transitions & Fast Travel
MANDATORY: background_room_streamer.gd + safe_scene_switcher.gd.
Fast travel must match NEVER (threaded load + deferred swap) — never ResourceLoader.load() / sync change_scene:
class_name FastTravelSystem extends Node
var _pending_path: String = ""
var _spawn_id: StringName = &""
func travel_to_room(scene_path: String, spawn_id: StringName) -> void:
_pending_path = scene_path
_spawn_id = spawn_id
var err := ResourceLoader.load_threaded_request(scene_path)
if err != OK:
push_error("Fast travel request failed: %s" % scene_path)
return
set_process(true)
func _process(_delta: float) -> void:
var status := ResourceLoader.load_threaded_get_status(_pending_path)
if status == ResourceLoader.THREAD_LOAD_IN_PROGRESS:
return
set_process(false)
if status != ResourceLoader.THREAD_LOAD_LOADED:
push_error("Fast travel load failed: %s" % _pending_path)
return
var packed := ResourceLoader.load_threaded_get(_pending_path) as PackedScene
# SceneTree work must be deferred — never from a worker thread
call_deferred("_swap_room", packed, _spawn_id)
func _swap_room(packed: PackedScene, spawn_id: StringName) -> void:
GlobalState.target_spawn_id = spawn_id
get_tree().change_scene_to_packed(packed)
3. Ability Gating
MANDATORY: ability_unlock_resource.gd + progression_gate_manager.gd + ability_state_machine.gd. Gates query StringName abilities from the Autoload — do not hardcode ability strings in room scripts.
4. Map / Fog
MANDATORY: minimap_fog_manager.gd. Use Vector2i cells only.
Design Principles (from Dreamnoid)
- Ability Versatility — traversal + combat dual use
- Practice Rooms — teach before punish
- Landmarks — mental map without explicit markers
- Item micro-stories — lore without cutscene walls
Common Pitfalls
- Softlocks on one-way valves — always design an escape with current abilities
- Backtracking tedium — shortcuts + faster movement after unlocks
- Empty dead ends — every remote path needs a reward
- Sync room loads — violates NEVER; use threaded request + deferred swap
Expert knowledge (on demand)
LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- Using CharacterBody2D —
move_and_slide, floor detection, and velocity rules for coyote/buffer jumps and dash traversal.
- Idle and Physics Processing — keep jump arcs, dashes, and wall slides in
_physics_process; capture buffers in input callbacks.
- InputEvent —
_unhandled_input jump/ability buffering so presses are not lost between physics ticks.
- Background loading —
ResourceLoader.load_threaded_request for adjacent-room preload without hitch spikes.
- Change scenes manually — deferred room swaps, spawn door IDs, and safe
queue_free of the outgoing room.
- Saving games — persist abilities, opened gates, collectibles, and visited map cells across sessions.
- Singletons (Autoload) — global progression/game-state ownership so rooms never keep conflicting ability flags.
- Resources — ability unlock definitions and room metadata as
.tres data with safe duplication.
- Using Tilemaps —
TileMapLayer + Vector2i cells for minimap fog revelation and grid room tracking.
- Camera2D — room
limit_* bounds and tweened limit handoffs for seamless camera room transitions.
- Using Area2D — doors, save stations, and hazard triggers via body_entered without hard scene coupling.
- Groups —
call_group for save-station heal/respawn broadcasts instead of walking the whole tree.
Related Skills
Prerequisites
- godot-project-foundations — autoloads, scene layout, and project settings before stacking room streaming and global progression.
- godot-characterbody-2d — tight platformer locomotion is the substrate under ability-gated traversal (dash, wall slide, double jump).
- godot-tilemap-mastery — layered TileMap/TileMapLayer authorship for gameplay collision, landmarks, and minimap fog grids.
- godot-autoload-architecture — singleton ownership patterns for ability flags and world persistence that rooms must not duplicate.
Complements
- godot-scene-management — threaded load queues and deferred room switches that keep interconnected maps hitch-free.
- godot-save-load-systems — durable schemas for collectibles, boss flags, and visited cells across long exploration sessions.
- godot-camera-systems — room limits, RemoteTransform follow, and transition polish beyond basic Camera2D bounds.
- godot-ability-system — unlockable traversal/combat abilities that gates and state machines query as the “keys.”
- godot-state-machine-advanced — hierarchical player states for dash/wall-slide/double-jump without nested
if/elif sprawl.
- godot-2d-physics — layers, Area2D doors/hazards, and direct space queries for wall detection and soft-lock-safe valves.
- godot-inventory-system — collectible/key item tracking that feeds map rewards and ability acquisition UI.
Downstream / consumers
- godot-monte-carlo-balancer — simulate ability unlock order, backtrack length, and soft-lock risk once gates and reward density are tunable.
- godot-genre-platformer — pure movement-feel patterns that Metroidvania traversal builds on when stripping ability gating.
- godot-signal-architecture — ability_unlocked / gate_opened / map_revealed buses so HUD and rooms observe progression without owning it.
Master
- godot-master — library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.