What problem does it solve? Godot projects often decay into god scripts, deep inheritance trees, and hidden coupling through autoloads or parent lookups, making entities hard to refactor and reuse. This Skill enforces a consistent component-based architecture so entities stay modular and behavior stays decoupled. ## Core Features & Use Cases - Composition rules: Defines seven conventions translating SOLID to Godot — component nodes over inheritance, one script per job, signals up / calls down, scenes as the composition unit, dependency injection via @export, duck typing, and @export data variants instead of subclasses. - Signal hygiene: Prescribes guarded connect/disconnect, past-tense event naming, typed payloads, and fire-and-forget emission without a global event-bus autoload. - Refactor protocol: Provides a mechanical extraction workflow gated by verification runs, with explicit criteria for when to modularize and when not to. - Use Case: When a player script grows to handle input, movement, and combat, apply this Skill to split it into Health, Hitbox, and MoveInput component scenes wired by signals and exports. ## Quick Start Review my Godot entity script and refactor it into component nodes following the composition conventions, keeping behavior unchanged.