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Godot Genre Idle Clicker

Community
thedivergentai
godot-genre-idle-clicker

Expert blueprint for idle/clicker games including big number handling (mantissa + exponent system), exponential growth curves (cost_growth_factor 1.15x), generator systems (auto-producers), offline progress calculation, prestige systems (reset for permanent multipliers), number formatting (K/M/B suffixes, scientific notation). Use for incremental games, idle games, or cookie clicker derivatives. Trigger keywords: idle_game, big_number, exponential_growth, generator_system, offline_progress, prestige_system, number_formatting.

Overview

Publisherthedivergentai
RepositoryGD-Agentic-Skills
Skill namegodot-genre-idle-clicker
Stars
727
Forks
43
Bundled files
18
LicenseLGPL-3.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 18 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by thedivergentai on GitHub. Read the source before you install it.

Installation

Install the Godot Genre Idle Clicker AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git /tmp/GD-Agentic-Skills
mkdir -p .claude/skills
cp -r /tmp/GD-Agentic-Skills/skills/godot-genre-idle-clicker .claude/skills/godot-genre-idle-clicker
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Genre Idle Clicker in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Godot Genre Idle Clicker on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Godot Genre Idle Clicker is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

NEVER Do (Expert Anti-Patterns)

Economics & Math

  • NEVER use standard floats for currency; strictly implement a BigNumber (Mantissa/Exponent) system (e.g., 1.5e300) to prevent INF crashes at 1e308.
  • NEVER use Timer nodes for revenue generation; strictly use a manual accumulator in _process(delta) to prevent drift during frame fluctuations.
  • NEVER hardcode generator costs or growth; strictly use an exponential formula: Cost = BasePrice * pow(GrowthFactor, OwnedCount) (industry standard 1.15x).
  • NEVER evaluate exact float equality (==); strictly use is_equal_approx() or >= to prevent "stuck" progress due to precision loss.
  • NEVER parse scientific notation strings with to_int(); strictly use to_float() or a dedicated BigNumber parser.

Performance & Optimization

  • NEVER update all UI labels every frame; strictly use Signals to update labels ONLY when values change, or throttle updates to 10 FPS.
  • NEVER ignore Low Processor Usage Mode for mobile; strictly enable OS.low_processor_usage_mode = true to preserve battery life.
  • NEVER instantiate/delete hundreds of text nodes per second; strictly use Object Pooling or MultiMeshInstance for click-feedback.
  • NEVER update massive logs by modifying the text property; strictly use append_text() to prevent main thread blocking.

Player Experience & Persistence

  • NEVER ignore Offline Progress; strictly calculate seconds_offline * total_revenue using system UNIX timestamps (Time.get_unix_time_from_system()).
  • NEVER make the "Prestige" reset feel like a loss; strictly provide a global multiplier that makes the next run significantly faster (2-5x).
  • NEVER calculate offline time using Time.get_ticks_msec(); strictly use Persistent UNIX timestamps as ticks reset on app restart.
  • NEVER use Node hierarchies for raw data; strictly use RefCounted or Resource objects for lightweight, serializable logic.

🛠 Expert Components (scripts/)

MANDATORY reads before implementing the matching system:

  1. big_number.gd — mantissa + exponent beyond float INF
  2. generator.gd — exponential cost / rate units
  3. scientific_notation_formatter.gd — K/M/B/T + scientific display
  4. offline_progress_calculator.gd — UNIX offline catch-up (not ticks_msec)

Original Expert Patterns

Modular Components


Core Loop

  1. Click → 2. Buy generators → 3. Idle income → 4. Upgrade → 5. Prestige

Decision Trees

Numbers & display

NeedAction
Values past ~1e308MANDATORY big_number.gd
Labels / abbreviationsMANDATORY scientific_notation_formatter.gd
Cost curve ~1.15^ngenerator.gd + precision_cost_validator.gd

Offline & perf

NeedAction
Offline catch-upMANDATORY offline_progress_calculator.gd (UNIX time)
Long catch-upthreaded_catchup_simulator.gd
Battery / idle CPUidle_performance_setup.gd

Do not re-inline BigNumber/Offline tutorials in the skill body — load the scripts above.

Skill Chain

PhaseSkillsPurpose
1. Mathgodot-gdscript-masteryBig-number arithmetic
2. UIgodot-ui-containers, labelsScientific / suffix labels
3. Datagodot-save-load-systemsOffline timestamps + prestige
4. LogicsignalsThrottled economy UI
5. Balancegodot-monte-carlo-balancerMinutes-to-milestone bands

Common Pitfalls

PitfallSolution
Wrong Expert Component hrefsLinks above point at canonical big_number / generator / formatter
Time.get_ticks_msec offlineUse UNIX via offline calculator
UI every frameSignal-throttle via economy bus / performance setup

Expert knowledge (on demand)

LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Idle and physics processing — Revenue must accumulate in _process(delta) (or a fixed sim tick), not drifting Timer nodes, so generators stay frame-rate independent.
  • Time — Offline catch-up uses Time.get_unix_time_from_system(); never get_ticks_msec(), which resets when the app restarts.
  • Saving games — Persist currency, generator counts, prestige multipliers, and last-save UNIX timestamps so welcome-back earnings survive restarts.
  • Data paths — Keep save blobs under user:// so offline timestamps and big-number strings remain writable across platforms.
  • Resources — Generators, upgrades, and prestige curves belong as .tres Resources so designers retune cost_growth_factor without code changes.
  • GDScript exports@export base costs, revenue rates, and growth factors so balance sheets stay Inspector-driven.
  • Using signals — Emit currency_updated only when balances change so HUD labels do not rewrite every frame.
  • OS — Enable OS.low_processor_usage_mode (and sleep usec) for mobile idle sessions that spend most time waiting on generators.
  • Using multiple threads — Long offline catch-up sims belong on WorkerThreadPool; UI must not block while thousands of ticks replay.
  • Thread-safe APIs — Marshaling sim results to Labels requires call_deferred / main-thread rules from this page.
  • Formatting strings — K/M/B suffixes and %.2fe%d scientific display depend on correct format strings (and String.num_scientific when appropriate).
  • RefCounted — BigNumber and upgrade payloads should be lightweight RefCounted/Resource data, not Node trees.

Related Skills

Prerequisites
  • godot-gdscript-mastery — Mantissa/exponent classes, pow growth, and precision-safe compares (is_equal_approx) are core GDScript patterns before building idle economies.
  • godot-resource-data-patterns — Generator and upgrade definitions should be Resource-first so balance curves stay data-driven .tres assets.
  • godot-signal-architecture — Decoupled currency buses must signal up to UI and never let Labels mutate the simulation wallet.
  • godot-save-load-systems — Offline progress and prestige state need versioned save handlers that store UNIX timestamps and big-number strings safely.
Complements
  • godot-economy-system — Soft-currency wallets, sinks, and transaction APIs compose with idle generators when the game grows shops or prestige shops.
  • godot-ui-containers — Generator lists and upgrade grids are GridContainer/VBoxContainer layouts bound to throttle-friendly labels.
  • godot-ui-rich-text — Scientific notation, suffix strings, and append-only logs belong in Label/RichTextLabel patterns rather than rebuilding huge text blobs.
  • godot-performance-optimization — Low-processor mode, UI throttling, and pooled click-juice keep idle loops battery-friendly on mobile.
  • godot-autoload-architecture — Simulation managers and economy buses that survive scene reloads should follow Autoload ownership rules.
  • godot-particles — Click-feedback bursts should use batched GPUParticles2D.emit_particle rather than spawning Label nodes per tap.
Downstream / consumers
  • godot-monte-carlo-balancer — After cost curves and prestige multipliers are Resource-driven, Monte Carlo career sims prove minutes-to-milestone bands (not win%) before shipping growth factors.
  • godot-platform-mobile — Shipping idle on phones consumes low-processor mode, background resume, and offline catch-up patterns from this genre skill.
Master
  • godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Godot Genre Idle Clicker AI skill do?

Expert blueprint for idle/clicker games including big number handling (mantissa + exponent system), exponential growth curves (cost_growth_factor 1.15x), generator systems (auto-producers), offline progress calculation, prestige systems (reset for permanent multipliers), number formatting (K/M/B suffixes, scientific notation). Use for incremental games, idle games, or cookie clicker derivatives. Trigger keywords: idle_game, big_number, exponential_growth, generator_system, offline_progress, prestige_system, number_formatting.

Why use Godot Genre Idle Clicker on TypingMind?

Because you install it once and use it with any model. Godot Genre Idle Clicker is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Godot Genre Idle Clicker in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-idle-clicker. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Godot Genre Idle Clicker?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Godot Genre Idle Clicker?

As many as you like. As long as a model supports skills, you can use Godot Genre Idle Clicker with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Godot Genre Idle Clicker AI skill free?

Yes. It is published on GitHub by thedivergentai under the LGPL-3.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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