What problem does it solve? Static checks like linting and typechecking cannot catch most Godot bugs, which surface only at runtime. This Skill runs an implemented Godot 2D or 3D scene, reads the real debugger output, and decides a PASS/FAIL runtime gate so broken mechanics never slip through on an unverified claim. ## Core Features & Use Cases - Runtime verification gate: Runs the scene via press-play or headless Godot CLI, quotes the captured debugger output as evidence, and issues a PASS, FAIL, or BLOCKED verdict per acceptance criterion. - Godot error taxonomy: Classifies every runtime observation with codes like SCRIPT_ERROR, MISSING_NODE_OR_RESOURCE, SIGNAL_NOT_CONNECTED, PHYSICS_OR_COLLISION, and INPUT_NOT_MAPPED, each with a likely cause. - Fix routing, not fixing: Routes failures to incident-triage or implement-slice-complement and writes a PLAYTEST_RUNBOOK.md so human playtesters can judge feel and pacing the automated gate cannot. - Use Case: After implementing a Godot slice with an EARS acceptance criterion, run this gate headless, capture the console log, and get a quoted-evidence verdict plus a written report before closing the slice. ## Quick Start Verify the runtime behavior of my implemented Godot slice by running the scene headless, reading the debugger output, and giving me a PASS or FAIL gate decision with the evidence quoted.