Combat design
Skill MRCalderon3D/everything-game-dev-code/skills/design/combat-design
Design combat verbs, enemy pressure, resource economy, readability, and tuning hooks.From its SKILL.md
npx -y skills add MRCalderon3D/everything-game-dev-code --skill combat-designAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
SKILL.md
1.6 KB, as published. Nobody here has run it
Combat Design
Purpose
Design combat verbs, enemy pressure, resource economy, readability, and tuning hooks.
Use When
- building a combat game or combat-heavy feature
- combat feels unreadable or shallow
- balance changes need stronger structure
Inputs
- player fantasy
- weapon or ability roster
- enemy roster
- target pace and difficulty
Process
- define player verbs, counters, risk/reward, and pacing
- design enemy roles and pressure patterns
- specify feedback, resource use, and fail states
- identify tuning variables and telemetry needs
- test clarity, fairness, and skill expression
Outputs
- combat spec
- tuning variable list
- enemy-role matrix
- playtest questions
Quality Bar
- supports the core fantasy and player goals
- defines readable rules, edge cases, and feedback
- creates concrete hooks for tuning, telemetry, and QA
Common Failure Modes
- adding systems that do not serve the core loop
- shipping vague rules that QA and engineering must guess at
- tuning without instrumentation or hypotheses
Related Agents
- combat-designer
- systems-designer
- ui-ux-designer
Related Commands
- combat-design
- playtest-report
- verify
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.