I've previously struggled getting LLMs to manipulate tscn/tres files since they like to generate non-unique uids. Despite being text files, the godot tscn/tres files are normally meant to be manipulated by the editor and need to define and reference unique ids. The editor always generates completely random alphanumeric strings, but LLMs like to use names or placeholders (e.g. "aaaaa1", "example", or "foobar") for the ids.
The linter in the article that detects duplicate uids is interesting. Obviously the article is about creating a bunch of harnesses for the LLM to be productive. I wonder how many problems can be transformed like this from something LLMs just can't do reliably to something they just need to burn credits for a while on. The LLM probably can't tell if the games are fun, especially with it's rudimentary playtesting, but who knows.