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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/design/combat-design/SKILL.md

combat-design

Skill105 starsChanged 8 months agoMITView on GitHub

Design combat verbs, enemy pressure, resource economy, readability, and tuning hooks.

The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    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
  1. Distinctive:

    test clarity, fairness, and skill expression

    line 29
  2. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 58
  3. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 59

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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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