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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

Install
npx -y skills add MRCalderon3D/everything-game-dev-code --skill combat-design

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SKILL.md

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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

  1. define player verbs, counters, risk/reward, and pacing
  2. design enemy roles and pressure patterns
  3. specify feedback, resource use, and fail states
  4. identify tuning variables and telemetry needs
  5. 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.

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