What problem does it solve? Building games in Godot 4 requires architectural decisions about state management, scene communication, data handling, and performance that are easy to get wrong, leading to tightly coupled code and runtime hitches. ## Core Features & Use Cases - State Machine Pattern: Reusable StateMachine and State base classes with enter/exit/update lifecycle hooks and signal-based transitions for player and enemy behavior. - Autoload Singletons & Event Bus: GameManager for game state, scoring, and pause handling, plus a global signal bus for decoupled cross-scene communication. - Resource-Based Data & Components: CharacterStats and WeaponData resources separating data from logic, plus HealthComponent, HitboxComponent, and HurtboxComponent for composable combat systems. - Object Pooling & Advanced Patterns: Generic ObjectPool for bullets and effects, plus async scene loading with transitions and AES-encrypted save systems in the references file. - Use Case: When building a 2D platformer in Godot 4, use this Skill to scaffold a player character with a state machine (Idle/Move/Jump/Attack), wire up health via components, and pool projectiles to avoid garbage collection spikes. ## Quick Start Ask the AI to implement a Godot 4 player character with a state machine, health component, and pooled bullets using GDScript best practices.