This is your reference guide for building responsive 2D character controllers in Godot. It covers the full spectrum from basic platformer movement to advanced patterns like coyote time, jump buffering, wall slides, and dash mechanics. The source files handle the nuanced stuff that makes movement feel good: variable jump height based on button hold duration, subpixel rendering for pixel art, ceiling bonk detection, and proper external force handling for knockback. The key insight here is the emphasis on what not to do, like never multiplying velocity by delta before move_and_slide or using RigidBody2D for player characters. If you're building any kind of player-controlled 2D character, whether platformer or top-down, this consolidates the patterns that separate amateur movement from professional feel.
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-characterbody-2d