GDScript good first issues

109 open GDScript issues currently match the default 10+ star filter. Scored difficulty: 5,947 at 1/5, 8,788 at 2/5, 12,702 at 3/5, 12,124 at 4/5, 857 at 5/5. This hub uses the same feed as the homepage, limited to repositories whose GitHub language is GDScript.

All languages · Browse projects · How to find good first issues

Active projects

Unique repos with open help-wanted issues updated in the last 30 days

Showing 30 of ~109 matching filters (GDScript · 10+ stars)

List

Specify resource property for default string ID

AI summary

The user wants YARD to use a specified resource property as the default string ID, instead of relying solely on the filename. This would allow for more consistent and meaningful IDs, especially when migrating from existing systems that use custom identifiers.

enhancementgood first issue
331
Difficulty
2/5

Update cliffs in quest_002

AI summary

This issue requires updating two specific scene files within the `quest_002` directory. The update involves replacing an old resource file (`tiles/elevation.tres`) with a new one (`tiles/elevation_2.tres`), as previously defined in another issue (#1940). This is a straightforward asset replacement task.

good first issueCore Gameplay & Mechanics
115
Difficulty
1/5

Create new variation on the Stealth mini-game

AI summary

This issue requests the creation of a new variation for the existing Stealth mini-game within the Threadbare game. The new variation should feature multiple areas of increasing difficulty, potentially introducing new puzzle elements or environmental mechanics. The deliverable includes a design document with descriptions, sketches, completion steps, and a task list for implementation.

good first issueCore Gameplay & Mechanics
115
Difficulty
4/5

Credits screen does not expand vertically

AI summary

The credits screen in the application is not expanding vertically to fill the entire screen height when the screen's aspect ratio is taller than 16:9. This issue requires adjusting the control hierarchy to ensure the scrollable area correctly adapts to different screen dimensions.

good first issueGame Feel & UX
115
Difficulty
2/5

Godot Locks Up When Loading Cyclops

AI summary

A user is experiencing a softlock in Godot 4.8 dev 3 when loading the Cyclops addon, preventing any interaction with the editor except for the top menu bar. The issue persists even after disabling other addons, and the user suspects a connection to a specific Godot pull request.

bughelp wanted
1.6K
Difficulty
3/5

Dev Archipelago: Incorrect fade directions

AI summary

This issue reports incorrect fade directions in the 'Dev Archipelago' section of the game, specifically affecting teleporter transitions. The fades are not aligning with player movement, leading to a disorienting experience. The reporter provides examples and a list of scenes to check for similar issues.

good first issueCore Gameplay & Mechanics
115
Difficulty
2/5

Collectible threads: Integrate more visually enticing animations

AI summary

This issue proposes enhancing the visual appeal of collectible threads by integrating new animations. It requires adding two `AnimatedSprite2D` nodes for tail and highlight effects, and potentially separating the shadow into its own layer to improve the loom animation.

good first issue
115
Difficulty
3/5

Credits: Scroll input hint icon is missing the shadow

AI summary

The scroll input hint icon in the credits scene is missing a 2-pixel shadow, which is present on similar icons in other parts of the game. This is a visual inconsistency that needs to be corrected to match the established design.

good first issue
115
Difficulty
1/5

Credits: Replace Back button with input hint

AI summary

This issue proposes to replace the existing 'Back' button in the Credits screen with an input hint, similar to how the Pause Menu and Storybook handle their back/resume actions. The goal is to ensure visual consistency across different HUD elements by using the same style and bottom-left anchoring for the input hint.

good first issue
115
Difficulty
2/5

User interface: Theme CheckButtons

AI summary

This issue requests that CheckButton nodes within menus be restyled to match the hand-drawn aesthetic of the rest of the user interface, as they currently use the default Godot theme. The goal is to ensure visual consistency and improve the overall game feel and user experience.

good first issueAesthetics & Visual DesignGame Feel & UX
115
Difficulty
2/5

Doors: Block guard's detection and add light occlusion

AI summary

This issue addresses two visual and gameplay bugs related to doors. Currently, guards can detect players through closed doors, and light incorrectly passes through them. The fix involves implementing proper occlusion for both guard detection and light rendering when a door is closed.

good first issueGameplay & Systems Programming
115
Difficulty
3/5

Update cliffs in quest_001

AI summary

This issue requires updating two specific scene files within the `quest_001` directory. The update involves replacing an old resource file (`tiles/elevation.tres`) with a new one (`tiles/elevation_2.tres`), as detailed in a related issue (#1940). This is a straightforward asset replacement task.

good first issueCore Gameplay & Mechanics
115
Difficulty
1/5

Obviously flag the pre-release state of the game on the main title

AI summary

This issue proposes clearly indicating the game's pre-release status within the main title screen. The goal is to manage player expectations by informing them that the game is an early work in progress, preventing potential disappointment due to high expectations.

good first issueGame Feel & UX
115
Difficulty
2/5

Verso: Remove duplicate assets & unused SpriteFrames

AI summary

This issue identifies duplicate and unused assets within the 'verso' StoryQuest, including multiple near-identical image files and inherited SpriteFrames resources. The proposed solution is to remove these redundant files to improve clarity and potentially reduce project size.

good first issueStoryQuestGameplay & Systems Programming
115
Difficulty
2/5

Make collectible threads more visually enticing

AI summary

This issue proposes enhancing the visual appeal of collectible threads in the game. Currently, threads lack idle animations and visual cues, unlike powerups and coins, making them less enticing to players. The goal is to add similar "collect me!" effects or idle animations to make threads more visually prominent and encourage collection.

good first issueAnimation & Effects
115
Difficulty
3/5

Add more hairstyles to character randomizer

AI summary

This issue requests the addition of new hairstyles to the character randomizer in the Threadbare game. The goal is to increase the variety of NPC appearances by introducing new styles, potentially including long hairstyles like buns and ponytails, and a receded hairline. The implementation involves creating new sprite sheets and SpriteFrames, and integrating them into the existing randomizer system.

good first issueAnimation & Effects
115
Difficulty
2/5

User interface: Theme Sliders

AI summary

The current slider nodes in menus use the default Godot theme, making them visually inconsistent with the rest of the hand-drawn user interface. This issue requests that the sliders be restyled to match the established aesthetic, improving the overall visual harmony and user experience.

good first issueAesthetics & Visual DesignGame Feel & UX
115
Difficulty
3/5

Update cliffs in Verso stealth

AI summary

This issue involves updating the 'verso_stealth' quest to use a new tileset for cliffs, replacing an outdated one. The current custom TileSet might be missing necessary physics layers, preventing the new tileset from being applied correctly. The proposed solution is to fix the existing custom TileSet rather than a direct migration.

good first issueStoryQuestCore Gameplay & Mechanics
115
Difficulty
3/5

StoryBook: Design bookmarks and replace buttons

AI summary

This issue is a follow-up to a previous one and requires updating the StoryBook's navigation buttons. The current placeholder buttons should be replaced with a bookmark-like design, as shown in the provided mockup, to improve the visual organization of the table of contents.

good first issue
115
Difficulty
2/5

godot_command / godot_screenshot ignore instance port (hardwired 127.0.0.1:9090) — every non-9090 run is undrivable

AI summary

The `godot_command` and `godot_screenshot` functions in the godot-bridge library are hardcoded to connect to port 9090, ignoring any custom port specified during project execution. This causes subsequent commands to fail if port 9090 is already in use, breaking interactive and QA workflows.

buggood first issue
22
Difficulty
2/5

Ink combat round 3: explain ink follows player

AI summary

Ink projectiles in a specific combat scene are currently following the player, making them difficult to aim and unfair. The issue suggests either disabling this 'Follows Player' behavior or clearly communicating the change to the player through dialogue, as it's an unexpected shift from previous rounds.

good first issueGameplay & Systems ProgrammingNarrative & Storytelling
115
Difficulty
2/5

Make Eternal Loom animation dynamic based on collected threads

AI summary

The Eternal Loom animation currently plays a fixed sequence of three threads flying into the loom. This animation needs to be updated to dynamically reflect the actual threads collected from quests, as the number and order of threads are no longer fixed. Additionally, the team wants to remove the thread-color-based modulation of the loom during the animation.

good first issueAnimation & EffectsGameplay & Systems Programming
115
Difficulty
3/5

align_y_axes_at_zero is not validated

AI summary

The `align_y_axes_at_zero` feature in TauPlot v0.2.0 for Godot 4.5 lacks proper validation, potentially leading to silent errors. The issue is marked as a bug and a good first issue, suggesting it's a straightforward fix.

buggood first issue
30
Difficulty
2/5

Improve `hover_highlight_callback` signature

AI summary

This issue proposes an enhancement to the `hover_highlight_callback` function signature in a GDScript project. The proposed change expands the callback's parameters to include more contextual information, allowing for more granular and flexible customization of how samples are highlighted during hover events. This is a breaking change that will require users to update their existing callback implementations.

good first issueproposal
30
Difficulty
3/5

SKIP_LABELS is too aggressive

AI summary

The current implementation of SKIP_LABELS in TauPlot's axis overlap strategy is overly aggressive. It uses a modulo approach that skips labels more frequently than necessary, often jumping to every 3rd label when every 2nd would suffice. This issue proposes a refinement to make the label skipping more adaptive and less aggressive.

good first issueproposal
30
Difficulty
3/5

Add another head shape to character randomizer

AI summary

This issue requests the addition of a new head shape to the character randomizer in the Threadbare game. The process involves creating the new head in Aseprite, exporting it as a spritesheet, and then integrating it into the game's SpriteFrames and character randomization logic.

good first issueAnimation & Effects
115
Difficulty
2/5

Play through the game and write issues for three bugs encountered

AI summary

This issue requires a user to play through the game, identify three distinct bugs, and document them thoroughly with precise reproduction steps, observed outcomes, and expected outcomes. The user must also ensure these bugs are not already reported before creating new issues and linking them to this task.

good first issueQA & Playtesting
115
Difficulty
3/5

Excess right margin for scrollbars in Debug settings

AI summary

The user has identified an issue where there is excessive right margin space around scrollbars within the Debug settings of the application. This visual discrepancy is present in multiple screenshots provided, indicating a potential UI styling or layout problem.

good first issue
115
Difficulty
2/5

Doors: Add property to flip horizontally

AI summary

This issue proposes adding a boolean property to the door component to allow for horizontal flipping of its visual representation. Currently, all horizontal doors open to the right, and this change aims to provide more flexibility in door placement and appearance without affecting internal game logic like collision shapes.

good first issue
115
Difficulty
2/5

Also browsing: Python , TypeScript , JavaScript