godot-mechanic-revival

Installation
SKILL.md

Revival & Resurrection Mechanics

Overview

This skill provides a robust framework for handling player mortality and return. It moves beyond simple "Game Over" screens to integrated risk/reward systems like those found in Sekiro, Hades, or Dark Souls.

NEVER Do (Expert Revival Rules)

Lifecycle & State

  • NEVER respawn the player with existing velocity — Always zero out velocity and angular_velocity in revival_state_reset_guard.gd or the player will fly into a wall upon respawning.
  • NEVER trust the nearest checkpoint by distance — Always use a 'Progress Index' (revival_checkpoint_validator.gd). Players in non-linear games may wander back to the start area; don't downgrade their respawn point.
  • NEVER skip 'Invincibility Frames' (I-frames) — Respawning inside a hazard or near an enemy without a 2s invincibility buffer leads to "Death Loops" and player frustration.

Persistence & Data

  • NEVER save checkpoints solely in RAM — If the game crashes, the player loses progress. Use revival_checkpoint_persistence.gd to write to user:// immediately.
  • NEVER hardcode checkpoint coordinates — Use Marker3D or Area3D nodes in the scene. Hardcoded coords break as soon as level geometry changes.
  • NEVER delete the player node on deathqueue_free()ing the player breaks UI refs and references from enemies. Disable processing, hide the mesh, and 'Revive' the existing instance instead.
Installs
117
GitHub Stars
319
First Seen
Feb 16, 2026
godot-mechanic-revival — thedivergentai/gd-agentic-skills