This is a strict architectural style guide for building Godot games using composition instead of inheritance hierarchies. You get nine ready-to-use components (health, hitbox, velocity, state machine, status effects) plus wiring patterns that enforce single responsibility through what it calls the "Orchestrator" model. The parent node does no logic, just connects specialized worker nodes via signals up and method calls down. It's opinionated about avoiding get_node calls, deep inheritance chains, and mixing input with physics. Best for mid-sized projects where you're tired of refactoring brittle player controllers or want to share combat logic between enemies and NPCs without copy-pasting. The "never" section is longer than the implementation examples, which tells you what kind of discipline this expects.
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-composition