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godotbuddy

v0.1.1

Published

Guided local command center for Godot goals, moodboards, asset pipelines, sprite QA, and proof receipts.

Readme

GodotBuddy

npm version license: MIT

GodotBuddy is a GoalBuddy-style local workflow companion for Godot game development.

Install

GodotBuddy is published on npm as godotbuddy.

Start a guided local setup with:

npx godotbuddy@latest setup

Then create the first guided board:

npx godotbuddy@latest quickstart

Prepare a game-ready sprite production run:

npx godotbuddy@latest art --name player --type character --animations idle,walk_down,walk_up,walk_left,walk_right

Power users can also install it globally:

npm install -g godotbuddy
godotbuddy setup

It combines:

  • a CLI
  • a local web board
  • a repo-owned run workspace
  • asset previews
  • receipts/proof files
  • Codex-style agent prompts
  • a Godot editor addon dock
  • bundled Godot and sprite-generation skill packs

The goal is to make Godot game development feel more hand-held: you can see what is being built, which assets exist, what still needs review, and what proof says the current slice is done.

GodotBuddy desktop command center

Quick Start For Most Users

npx godotbuddy@latest setup

That creates a local .godotbuddy/ workspace, installs the generic GodotBuddy skills, and writes an install receipt. From there, open the local board when Codex or GodotBuddy asks you to continue the journey.

npx godotbuddy@latest quickstart

quickstart starts a guided board for the first playable slice. You can keep the board open while Codex walks through the goal, style, assets, QA, and proof.

flowchart LR
  A["npx setup"] --> B["Guided Board"]
  B --> C["Goal"]
  C --> D["Style Personalizer"]
  D --> E["Asset Requests"]
  E --> F["Sprite QA"]
  F --> G["Godot Proof Receipt"]

Install Matrix

| User | Command | What happens | | --- | --- | --- | | First-time user | npx godotbuddy@latest setup | Installs the local GodotBuddy workspace and generic skills. | | Guided first run | npx godotbuddy@latest quickstart | Opens the board and creates a first-playable journey. | | Repeated use | npm install -g godotbuddy | Makes godotbuddy available without npx. | | Existing Godot project | godotbuddy install-addon | Adds the small Godot editor dock. | | Contributors | npm test | Runs the package tests locally. |

Guided Journey

GodotBuddy is a goals tool for Godot projects with visual asset workflows. The CLI is available for power users, but the intended operator flow is:

Setup -> Goal -> Style -> Assets -> Sprite QA -> Godot Integration -> Proof

The local board includes:

  • a simple goal and oracle summary
  • a retro desktop-style command center
  • a Moodboard for source art, notes, tags, weights, and prompt context
  • a Progress Board for pipeline tasks
  • an Asset Studio for sprite/output previews
  • sprite QA actions
  • receipts and proof logs
  • a taskbar bug button that opens a GitHub issue with the right project

Art Engine Contract

GodotBuddy is designed to work like the Codex Hatch/Pet flow: Codex handles the visual generation step, while GodotBuddy owns the structured production files. The package prepares the prompts, image generation job manifest, sprite output contract, QA folder, and Godot packaging targets.

godotbuddy art --name player --type character --animations idle,walk_down,walk_up,walk_left,walk_right

That creates:

.godotbuddy/runs/<run>/sprite-runs/<asset>/
  asset_request.json
  imagegen-jobs.json
  output_contract.json
  prompts/
  references/
  decoded/
  frames/
  final/
  qa/
  godot/

Codex should generate the base job first with the available image generation tool, then generate each state or animation row from imagegen-jobs.json. Deterministic processing and QA should produce:

frames/frames-manifest.json
final/spritesheet.png
final/spritesheet.webp
final/validation.json
qa/contact-sheet.png
qa/run-summary.json
godot/godot_import_manifest.json
godot/<asset>_spriteframes.tres

The strict default rules are: exact frame counts, same asset identity across rows, transparent final frames, clean padding, no labels/grids/scenery/shadows, and visual review of the contact sheet before an asset is accepted.

godotbuddy setup is the first-run path. It creates .godotbuddy/config.json, personalizes the local project defaults, installs the bundled skills into ${CODEX_HOME:-~/.codex}/skills/, and writes a setup receipt to .godotbuddy/receipts/first-run-setup.md.

godotbuddy quickstart adds the first guided run and opens the local board.

Repo workspace created by GodotBuddy

.godotbuddy/
  config.json
  hub.json
  runs/
    <run-slug>/
      goal.md
      state.json
      board/board.json
      asset-manifest.json
      requests/
      handoffs/
      notes/
      receipts/
      assets/
        source/
        generated/
        final/
        previews/
      godot/
      qa/

state.json is the source of truth for the local board. The web UI is just a live view over that file.

CLI commands

godotbuddy init
godotbuddy quickstart
godotbuddy scaffold --project "Name" --install-addon
godotbuddy personalize --name "Soft Forest" --art-style storybook --reference /path/to/reference.png
godotbuddy prep --goal "..."
godotbuddy asset --name player --type character --animations idle,walk --style generic
godotbuddy attach --asset player --file /path/to/spritesheet.png --kind final
godotbuddy task --title "Wire player movement" --lane godot_integration
godotbuddy move --task <task-id> --lane done
godotbuddy qa
godotbuddy promote-style-pack --style soft-forest
godotbuddy receipt --title "Imported player sprites" --body "Verified in Godot." --file assets/final/player.png
godotbuddy board
godotbuddy doctor
godotbuddy install-addon
godotbuddy install-skills

Included Godot editor addon

The addon is intentionally small. It adds a dock with buttons to open the local board and .godotbuddy workspace.

Install it into a project with:

godotbuddy install-addon --project /path/to/godot/project

Then enable it in Godot:

Project Settings -> Plugins -> GodotBuddy -> Enable

Included bundled skills

GodotBuddy includes the Godot skill suite under bundled-skills/.

Install them into Codex-style skill folders during first-run setup:

godotbuddy setup --project-name "My Game"

This copies installable SKILL.md folders into:

${CODEX_HOME:-~/.codex}/skills/

You can also install only the skills:

godotbuddy install-skills

The installed skills remain modular sibling workers. GodotBuddy owns the local control plane, board, assets, receipts, and Godot addon handoffs.

Personal project style packs can live beside the generic suite, but they are not part of the default public install. Use --include-personal-style-packs true only when you intentionally want those local packs installed.

Personalize A Style

The board can create a local style pack from reference images and a few simple answers. The output stays project-owned:

.godotbuddy/style-packs/<style-slug>/
  style-pack.json
  SKILL.md
  references/

Promote a style pack only when you intentionally want a shareable folder:

godotbuddy promote-style-pack --style <style-slug>

Moodboard

The Moodboard is the visual source of truth for a project. Keep the browser open, add reference images, click images to edit notes, and tell Codex what each reference should influence.

GodotBuddy moodboard window

.godotbuddy/moodboard/
  moodboard.json
  references/

Each reference can track:

  • title
  • tags
  • notes
  • use-this-for guidance
  • avoid guidance
  • importance weight

Asset requests include the composed moodboard prompt context so generation can use the project’s visual direction instead of isolated one-off prompts.

Sprite QA

GodotBuddy records QA reports under the active run:

.godotbuddy/runs/<run>/qa/sprite-qa-report.json

The first QA pass checks attached sprite files, expected animation manifests, missing references, and import-readiness signals. Future QA workers can expand this into deeper image inspection and agent-assisted repair loops.

Clean package boundary

Generated project state is intentionally ignored by this package repo:

.godotbuddy/
godotbuddy-demo/
*.tgz
node_modules/

The npm package uses an explicit files allowlist so test runs, local boards, and per-game usage receipts do not ship by accident.

Publishing checks

Before publishing, run:

npm test
npm run smoke:package
npm pack --dry-run

prepublishOnly runs the test suite and package smoke automatically. The package homepage currently points to the GitHub README so the public install has one stable source of truth. A dedicated domain such as godotbuddy.dev can be added later when docs grow beyond the repository README.

GodotBuddy is MIT licensed so it can stay a permissive open source tool for people building games.

Why this is a plugin/app instead of only a skill

A skill is excellent for instructions and repeatable scripts. GodotBuddy adds persistent run state, a local board, asset visibility, receipts, agent handoffs, and a Godot editor dock. The skills still matter, but they become workers under the GodotBuddy control plane.