boss-battle
Skill2 starsChanged 51 days agoApache-2.0View on GitHub
Entry point for designing a complete boss encounter — the boss itself, its arena, its phases and signature skills, the specific hero abilities that counter each phase, and the cutscene or gameplay video that shows it. Use when the user says "boss", "boss fight", "final enemy", or describes a large enemy with phases.
In this repository74 other files it gives its agents.
- card-gameSkill
- pixel-art-spriteSkill
- rhythm-gameSkill
- side-scrollerSkill
- visual-novelSkill
- boss-modelSkill
- character-modelSkill
- environment-sceneSkill
- vfx-effectSkill
- weapon-propSkill
- worldview-3d-asset-production-routeSkill
- film-action-combatSkill
- film-character-sheetSkill
- film-dialogue-voiceoverSkill
- film-directionSkill
- film-end-creditsSkill
- film-generate-reviewSkill
- film-locationSkill
- film-pipelineSkill
- film-prop-sheetSkill
- film-screen-captureSkill
- film-scriptSkill
- film-shot-promptSkill
- film-storySkill
- film-style-librarySkill
- anime-action-sceneSkill
- cinematic-filmSkill
- game-cutscene-generatorSkill
- product-demoSkill
- social-media-videoSkill
- worldview-gameplay-experience-studySkill
- worldview-gameplay-video-analysisSkill
- hero-skill-systemSkill
- horror-chaseSkill
- narrative-choiceSkill
- platformer-levelSkill
- puzzle-mechanicSkill
- roguelike-generatorSkill
- worldview-game-asymmetric-information-cooperationSkill
- worldview-game-barricade-delay-and-route-choiceSkill
- worldview-game-character-handoff-and-shared-evidenceSkill
- worldview-game-chase-route-architectureSkill
- worldview-game-death-loop-persistent-cluesSkill
- worldview-game-driving-horror-divided-attentionSkill
- worldview-game-evidence-based-entity-identificationSkill
- worldview-game-horror-experience-rhythmSkill
- worldview-game-horror-mundane-routine-corruptionSkill
- worldview-game-horror-procedural-duty-and-incidentSkill
- worldview-game-horror-returning-place-escalationSkill
- worldview-game-horror-role-and-identity-pressureSkill
- worldview-game-key-item-backtrackingSkill
- worldview-game-limited-save-riskSkill
- worldview-game-lure-hide-escapeSkill
- worldview-game-observation-gated-stalkerSkill
- worldview-game-perception-distortion-and-trustSkill
- worldview-game-relief-resource-with-hidden-costSkill
- worldview-game-restore-power-under-pressureSkill
- worldview-game-roaming-stalker-pressureSkill
- worldview-game-safe-room-pressure-resetSkill
- worldview-game-scarce-inventory-triageSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 108
Phases before pixels: No boss sheet is generated until the phase table is approved.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Boss Battle Designer
Design a boss the player will remember, and produce the assets and video that prove it.
What a boss is
A boss is not a strong enemy. A boss is an enemy whose rules change, so the player has to change too. Every phase adds a signature skill that normal attacks cannot answer; every signature skill has a specific counter; every counter costs something. The fight is a conversation, not a health bar.
This skill designs that conversation first, and only then designs the monster.
What the user gets
| Deliverable | Format |
| Boss design document | phases, skills, telegraphs, counters, cost, arena logic |
| Boss reference sheet | 3-panel (front / back / detail) in the project's locked style |
| Boss action board | 4-panel: wind-up · signature skill · being countered · phase break |
| Arena plate | 3/4-angle location with spatial lock and named landmarks |
| Hero ability board (if heroes exist) | normal attack vs special ability, visibly different |
| Cutscene or fight video | 10–30 s per phase, generated with film-action-combat rules |
| Music cue | optional, after picture lock |
What the user has to do
- Describe the boss and the world in a sentence or two.
- Pick a visual style by letter if the project has none yet.
- Approve the one-page design (phases + counters) before assets are generated.
- Pick takes by number.
The skill decides archetype, arena, phase count, telegraph timing, action density and camera intensity. It states them. It does not ask.
How it runs
user: "final boss for my dark fantasy game, an undead king in a cathedral"
│
▼
film-style-library → style locked (skipped if project already has style.json)
▼
boss design pass → design.md (this skill; see template below) ← gate: approve
▼
film-character-sheet → boss sheet; hero sheets if heroes are named
film-prop-sheet → boss weapon; any artefact that matters (a core, a relic)
film-location → arena plate + spatial lock
action boards → boss 4-panel; hero abilities 4-panel (gpt-image-2)
▼
film-shot-prompt + film-action-combat → one prompt per phase (10–30 s each)
▼
film-generate-review → ×2 per phase in parallel, review by beat, lock, assembleDesign template (design.md)
# <Boss name>
## Identity
One sentence: who this was, what it is now, why it is here.
(A boss with a past is a boss the player feels something about when it falls.)
## Archetype
giant / assassin / caster / swarm-master / mirror → sets default rhythm
## Arena
Name · size · 3–5 fixed landmarks · what can break · where the player can stand
## Phases
### Phase 1 — <name> (100–66 % HP)
Normal attacks: <2–3, grounded, readable>
Signature skill: <name>
Telegraph: <what the player sees, 0.5–1.0 s before>
Area / target: <cone, ring, line, grab>
Consequence if hit: <knockback, freeze, damage type>
Counter: <specific hero ability, not "dodge">
Cost of countering: <cooldown, position, resource>
Phase break: <what visibly changes — armour cracks, eyes shift, arena breaks>
### Phase 2 — ...
### Phase 3 — ...
## The win and its cost
What the player gets. What the world loses. (The core was also a person. The
arena is destroyed. The ally who held the line does not stand up.)
## Video plan
Phase → duration → density → camera → key framesRules this entry enforces
- Phases before pixels. No boss sheet is generated until the phase table is approved. A boss designed as a picture first is a statue.
- Signature skill ≠ normal attack. On the action board and in every prompt, the two must be visibly different in stance, scale and light. If a viewer cannot tell which is which in one frame, redesign.
- Every skill has a telegraph. 0.5–1.0 s of readable wind-up. A boss that hits without warning is unfair in a game and unreadable in a video.
- Counters are specific. "The mage's constellation shield freezes the ring shockwave" — not "the party dodges."
- Physics rules from
film-action-combatapply. Anchors, four-part strikes, causality, momentum, landmarks. - A cost is mandatory. The design is rejected if the win is free.
Related entries
hero-skill-system— design the abilities that counter the bossgame-cutscene-generator— the intro and the aftermath as cutscenesenvironment-scene— build the arena as a 3D asset
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

