gm-evaluate

Evaluate GodotMaker tags with a single E2E suite and visual QA.

511|44|Updated Apr 13, 2026
One-click install
npx skills add https://github.com/RandallLiuXin/GodotMaker --skill gm-evaluate
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: gm-evaluate
Source: https://github.com/RandallLiuXin/GodotMaker/tree/main/skills/core/gm-evaluate
Command: npx skills add https://github.com/RandallLiuXin/GodotMaker --skill gm-evaluate

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill prevents shipping a Godot tag that looks good in code but fails the playable closed loop, by independently evaluating the current tag’s final output quality and end-to-end behavior.

Core Features & Use Cases

  • Maintains a single shared E2E suite: keeps e2e/ synchronized to the union of Tag Mechanics and Inherited Mechanics for the current tag.
  • Enforces playable closed-loop gates: confirms the project builds cleanly, boots the correct entry scene, and reaches completion/fail/exit states through real gameplay.
  • Validates gameplay quality with evidence: maps Playable Unit rows to passing runtime tests and records evidence in evaluation.json.
  • Runs visual QA cross-checks per scene: captures screenshots, compares against references, and records verdicts with VQA logs.

Quick Start

Run the evaluation explicitly by sending the command /gm-evaluate for the current tag.

Frequently Asked Questions about gm-evaluate

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I run E2E testing for Godot gameplay loops?

You can run E2E testing for Godot gameplay loops by sending the `/gm-evaluate` command, which validates that the project builds, boots the correct entry scene, and reaches completion or fail states through real gameplay.

How does visual regression testing work for Godot game scenes?

Visual regression testing for Godot scenes works by capturing screenshots during evaluation, comparing them against reference images, and recording verdicts with VQA logs to detect visual discrepancies across scenes.

What is a playable closed-loop gate in game QA?

A playable closed-loop gate in game QA is an automated validation step that confirms a project builds cleanly, boots the correct entry scene, and successfully reaches completion, fail, or exit states through actual gameplay.

Do I need to maintain test coverage when adding new Godot mechanics?

Yes, you need to maintain test coverage by adding tests for new mechanics, pruning tests for removed mechanics, and ensuring inherited mechanics still pass end-to-end in the shared suite.

How do I validate Godot gameplay quality with evidence?

You validate Godot gameplay quality by mapping Playable Unit rows to passing runtime tests and recording the evidence in an `evaluation.json` file during the tag evaluation process.