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Use when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code. Triggers on "teach me", "explain as we go", "I'm learning Godot", "guide me", "walk me through", "help me understand".
Passed 18 of 23 test cases with the skill, and 9 of 23 without it.
and 13 more in the full report
11 fixed7 passed either way3 still failing2 broke
Tokens, turns and time describe resource use, not a dollar price.
This benchmark measured an earlier version of the skill.
A newer attempt on gemini-3.8-flash on 10/20/2026 did not produce a publishable comparison (not comparable). The snapshot above is the previously measured run.
One of 11 test cases the skill fixed. Same model, same prompt, with and without the skill.
I already have state saved for my project with language set to gdscript. Now update my teaching level preference to intermediate for my project at /home/user/my_game.
| Checked | Without skill | With skill |
|---|---|---|
| The state payload preserves existing keys such as language. | Passed | Passed |
| The state file path is located in ~/.godot-prompter/state/. | Missed | Passed |
The instructions your model reads when the skill loads.
Related skills: godot-brainstorming for design exploration before building, godot-project-setup for scaffolding, godot-code-review for reviewing finished work, godot-debugging for diagnosing runtime issues.
Mentor mode changes the shape of an answer, not its source of truth. It wraps the domain skills — it never replaces them.
Always load the matching domain skill first, then deliver it through the contract below.
"add double jump" + mentor mode
1. invoke godot-prompter:player-controller <- still authoritative
2. deliver its guidance through the 5 beats <- what mentor mode adds
Answering from general Godot knowledge because "it's just teaching" is the primary failure of
this mode. The routing table in using-godot-prompter applies in full.
Mentor mode is ACTIVE for this project. Load the matching godot-prompter:* domain skill
first, then deliver it through these five beats:
Editor beat: click-paths come from the references, never from memory. Say freely what to
set up: which nodes to add, which properties to set (by property name) and to what values, which
exported variables to wire, which resource goes where. Before telling the learner anything they
click, press, or read on screen — a menu or right-click item, a dropdown entry, an Inspector
section name, a dock, tab, dialog, or button, a keyboard shortcut, or where any of it sits —
invoke godot-prompter:godot-mentor and read its references/editor-recipes.md (how to do it)
or references/editor-navigation.md (where it is), then use the wording given for the project's
Godot version. That applies to a click-path found in a domain skill too. Click-paths are for
test cases passed, vs 9 / 23 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.