GDScript good first issues

147 open GDScript issues currently match the default 10+ star filter. Scored difficulty: 5,943 at 1/5, 8,722 at 2/5, 12,675 at 3/5, 12,093 at 4/5, 856 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 · Hacktoberfest 2026

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

Showing 30 of ~147 matching filters (GDScript · 10+ stars)

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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

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

Signpost: Add variants pointing up and down

AI summary

This issue proposes adding new visual variants to existing in-game signs to allow them to point upwards and downwards, in addition to the current left and right orientations. This enhancement aims to improve in-game navigation and information display by providing more directional options for signs, such as indicating locations to the north or south.

good first issueAesthetics & Visual DesignGameplay & Systems Programming
115
Difficulty
2/5

Snap app is broken

AI summary

A user reported that the Pixelorama Snap app (version 1.0) fails to run on Ubuntu 24.04 LTS. The error message indicates a missing GLIBC_2.28 symbol, despite the user's system reporting a newer GLIBC version (2.39). This suggests a potential mismatch or packaging issue within the Snap environment.

bughelp wantedplatform-specific
9.8K
Difficulty
3/5

TileMapDual not showing up on exported builds

AI summary

A user is reporting that their TileMapDual plugin, which functions correctly in the Godot editor, fails to display any tiles in exported builds. This issue has persisted across multiple Godot versions.

help wanted
1.3K
Difficulty
3/5

Blue line when full screen

AI summary

A thin blue line appears in the bottom-left corner of the screen when the game is in fullscreen mode, but only on resolutions above 864p. This issue is believed to be related to the UI, as it disappears in photo mode and is not present on lower resolutions (scales 1 & 2).

buggood first issue
31
Difficulty
2/5

Crash upon 0.9.1 to 0.10.0 conversion on certain machines.

AI summary

A critical bug is causing the game to crash or become unresponsive during the conversion of save files from version 0.9.1 to 0.10.0 on specific machines. This issue prevents users from successfully updating their game progress, and its intermittent nature suggests a dependency on individual system configurations.

bughelp wantedhigh priority
31
Difficulty
4/5

Pipes should be enterable underwater by holding down

AI summary

This issue proposes an enhancement to the game's pipe interaction mechanics. Currently, players must press a button to enter pipes, which is considered unintuitive when underwater. The suggested change is to allow players to enter pipes by holding down the interaction button while submerged, making the action more natural and discoverable.

enhancementgood first issue
31
Difficulty
2/5

Turbo F.L.U.D.D should automatically wall-jump off of walls

AI summary

This issue proposes an enhancement to the Turbo F.L.U.D.D. mechanic in a game. Currently, players struggle to wall-jump effectively while using Turbo F.L.U.D.D. The suggestion is to implement automatic wall-jumps when the player collides with a wall while turboing, aiming to balance its usability with other F.L.U.D.D. nozzles.

enhancementgood first issue
31
Difficulty
2/5

Rumble on controllers is too strong

AI summary

Users are reporting that controller rumble feedback is too intense and frequent. The proposed solution is to reduce the overall strength of rumble, specifically by removing weaker vibrations for actions like jumping and landing, and slightly weakening stronger vibrations for actions like ground pounding and taking damage.

enhancementgood first issue
31
Difficulty
2/5

Bumping head on ceilings should make a sound

AI summary

This issue proposes adding a sound effect to the game when a player bumps their head on any ceiling, not just specific block types. This enhancement aims to improve player feedback and immersion by providing an auditory cue for this common in-game interaction.

enhancementgood first issue
31
Difficulty
2/5

"Attacking" a switch block shouldn't make a sound

AI summary

The issue describes a perceived bug where 'switch' blocks in a system produce an audible sound when "attacked," despite being non-interactive elements. The reporter suggests this is likely a default behavior inherited from a base class and is considered distracting.

enhancementgood first issue
31
Difficulty
2/5

On mobile, fludd buttons should be grayed out instead of invisible when not applicable

AI summary

This issue proposes a UI/UX improvement for the mobile version of a game. Instead of completely hiding F.L.U.D.D. related buttons when the player doesn't have F.L.U.D.D., they should be visually grayed out. This change aims to maintain a consistent layout and prevent jarring visual shifts for the player.

enhancementgood first issue
31
Difficulty
2/5

There should be a separate button for adding tags

AI summary

The user is requesting a dedicated button for adding tags, as the current 'Add' button is inconveniently located at the bottom of a potentially long list, requiring excessive scrolling. Alternatively, they suggest moving the existing 'Add' button to the top for easier access.

enhancementgood first issue
31
Difficulty
2/5

Recolored Shine Sprite ray colors are inaccurate

AI summary

The rays emanating from recolored shine sprites in the game are excessively saturated, making their colors appear inaccurate and not matching the intended shine sprite color. This is likely due to a default saturation multiplier of 3 being applied to the ray colors. The expected behavior is for the ray colors to precisely match the shine sprite's color, possibly with a different blending mode.

buggood first issue
31
Difficulty
2/5

Backgrounds should use more descriptive names instead of internal names

AI summary

This issue proposes renaming background assets to use more descriptive and intuitive names. The current names are often misleading, as exemplified by 'Pyramids' which lacks pyramids and should be 'Dunes'. Suggestions include renaming 'Volcano' and 'Volcano 2' to better reflect their environments and calling the 'Bowser' background 'Bowser Cave' as it's a cave.

enhancementgood first issue
31
Difficulty
2/5

Enabled boos should show in front of almost everything

AI summary

This issue proposes that "enabled boos" (likely referring to a specific type of enemy or power-up in a game) should be visually prioritized and appear in front of most other game elements, such as the floor. The current behavior where they can be obscured by the floor is perceived as unfair to the player.

enhancementgood first issue
31
Difficulty
2/5

Peach sometimes does not use default color

AI summary

Peach's character model sometimes fails to revert to its default color palette after a custom hex value is applied and then reset. This bug occurs when a custom hex color is set, saved, then changed back to the default, and the game is saved, exited, and reloaded. The character remains stuck with the last applied hex value instead of its intended default.

buggood first issue
31
Difficulty
2/5

The selected menu option should be highlighted

AI summary

This issue proposes a visual enhancement for controller navigation in a menu. The goal is to make it clearer which menu option is currently selected by increasing its highlight intensity when hovered over. This aims to improve user experience by reducing ambiguity during controller input.

good first issue
31
Difficulty
2/5

Life meter should have a number in the center

AI summary

This issue requests the addition of a numerical display to the life meter, similar to how F.L.U.D.D. shows its remaining charge. The goal is to provide players with an immediate, at-a-glance understanding of their remaining health or lives.

enhancementgood first issue
31
Difficulty
2/5

Enemies can damage you while reading signs

AI summary

Players are vulnerable to enemy attacks while interacting with signs in the game, which is not the intended behavior. The expected behavior is for players to be invulnerable during sign interactions, similar to dialogue sequences. This bug allows enemies to damage the player unexpectedly during exploration.

buggood first issuedone
31
Difficulty
2/5

(Android) Incorrect app version number

AI summary

The Android app's version number displayed in the device's app info screen is incorrectly showing as 1.0, which does not match the actual release version. This issue is a minor discrepancy and is not critical to the app's functionality.

buggood first issuedone
31
Difficulty
1/5

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