What problem does it solve?
This Skill closes the gap between static validation and real gameplay by testing Godot runtime behavior that syntax checks and render-only smoke tests cannot prove, such as signal arity, recoil state changes, damage handling, and death emission.
Core Features & Use Cases
- Headless runtime smoke tests: Boots a real SceneTree with the Godot CLI and asserts observable gameplay state in a deterministic, no-window run.
- Seam-level contract verification: Confirms that callable gameplay seams behave correctly, including method invocation, signal payloads, numeric state deltas, and downstream outcomes.
- Gate integration guidance: Designed to slot into a validate pipeline as a reusable
smoke_*.gd step for combat, enemy, weapon, and other gameplay contracts.
- Use case: When a weapon fires the wrong signal shape or an enemy stops emitting
died, this Skill helps you catch the regression before manual playtesting.
Quick Start
Ask for a headless Godot smoke test that validates a specific gameplay seam and asserts the exact runtime outcome you want to protect.