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Metroidvania System 8

by KoBeWi | MIT

General-purpose framework for creating metroidvania games in Godot. Includes sample project

Metroidvania System (abbrevated as MetSys) is a general-purpose toolkit for creating metroidvania games in Godot game engine. It helps with map design, navigation and presentation, tracking collectibles and provides basic save data functionality related

GodotGAS 4

by YulRun | MIT

Bring Unreal Engine's Gameplay Ability System (GAS) to Godot in a natural, native way. A robust, data-driven framework for managing abilities, stats, and status effects

GodotGAS: Gameplay Ability System Framework GodotGAS is a comprehensive, production-ready framework for Godot 4.7+ that brings the highly acclaimed architecture of Unreal Engine's Gameplay Ability System (GAS) natively to GDScript. Whether you are

GF Framework 3

by C76GN | Apache 2.0

Lightweight Godot 4 architecture framework for lifecycle management, events, data binding, editor tooling, utilities, pure algorithm helpers, and optional gameplay extensions

GF Framework GF Framework is a lightweight architecture framework for Godot 4. It helps larger projects keep gameplay code organized without taking over Godot's scene tree. It separates: data and state in GFModel gameplay rules in GFSystem scene, UI

DebugMenu 0

by p5yg3n | MIT

A lightweight, right-click contextual debug utility for Godot 4

Godot 4 Universal Debug Context Menu ( DebugMenu ) A lightweight, decoupled, and universal context-menu utility for Godot 4. Designed to handle 2D, 3D, and UI Control nodes alike, it automatically inspects the mouse target and pops up a contextual menu

StateMachine 0

by p5yg3n | MIT

A lightweight, clean, and robust Finite State Machine implementation for Godot 4

Godot 4 Lightweight Finite State Machine (FSM) A clean, robust, and production-ready Finite State Machine implementation for Godot 4. Designed with a decoupled component pattern, this architecture keeps your character and entity scripts organized by

ePlugin Framework 0

by Enaweg | MIT

Declarative setup for C# editor plugins, plus a plugin manager that updates any add-on with backup and rollback

ePlugin Framework ePlugin Framework adds declarative dependency and resource management to Godot editor plugins written in C#. A plugin describes what it needs once: NuGet packages, C# projects, autoloads, managed directories and other plugins. The

GM Core 0

by Luca Carbone | MIT

GM Core is a framework built on traditional tabletop-RPG principles. It attempts to merge modern software design patterns with classic pen-and-paper concepts, such as the role of the Game Master and the action adjudication loop, to provide an extensible

Game Master Core GMCore is an RPG framework for Godot 4 built on traditional tabletop-RPG principles. It attempts to merge modern software design patterns with classic pen-and-paper concepts, such as the role of the Game Master and the action adjudication

Powdered World Engine 0

by CannedBottle | MIT

Easy falling sand implementation for games

FOLLOW THE SPECIFIC INSTALLATION INSTRUCTIONS BELOW Making a falling sand engine is hard. Like, really hard and time consuming. That's why I did it for you, so you can skip straight towards developing your game! Features A chunk-based falling sand engine

Grid Tactics Foundation 0

by Mesh Lab | MIT

A plug-and-play turn-based grid movement core for Godot 4: A* pathfinding, movement-range highlighting, click-to-move, and Shift-click waypoint routing. Units are data-driven — drop in your own sprite at any size. Plain GDScript, no dependencies, MIT

A plug-and-play foundation for turn-based grid games in Godot 4. Build a Fire Emblem-like or an XCOM-like on top of it without fighting the basics. Features Grid + A* pathfinding with a movement-range flood-fill that routes around walls and other units

Comedot Components Framework 1

by Syntaks.io | MIT

All-in-one project template & component framework for 2D games with Entities, Components & Shit (ECS but without that "systems" crap)

An opinionated project template & components framework for 2D games of any genre: Platformer, shmup, RPG, strategy, puzzle, turn-based, tile-based etc. This is either the most overenginered shit you've ever seen or the most awesome way of making games

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