designing-action-combat
Skill1 starsChanged 3 months agoMITView on GitHub
Use when creating or tuning real-time game combat involving attacks, hit reactions, dodge or guard behavior, enemy telegraphs, combos, animation timing, or moment-to-moment combat readability.
In this repository65 other files it gives its agents.
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- The first 60 shown.
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
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 19
Ensure telegraphs are distinguishable by silhouette and timing, not only color.
- Distinctive: line 21
Use hit-stop, camera impulse, sound, VFX, and animation reaction proportionally to impact.
- Distinctive: line 22
Add cancel rules deliberately.
- Distinctive: line 23
Test edge cases: repeated input, direction change, simultaneous hits, wall proximity, low frame rate, off-camera enemies.
≈ “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
Designing Action Combat
Principle
Combat quality comes from readable intent, responsive control, meaningful commitment, and clear feedback.
Define the contract
For each player action specify startup, active frames, recovery, movement allowance, cancel windows, stamina/resource cost, hitbox, damage/stagger, and audiovisual feedback.
For each enemy attack specify tell, wind-up, tracking rule, active window, recovery, safe response, and punish window.
Workflow
- Build a minimal duel before adding combo breadth.
- Tune input responsiveness and locomotion around combat distances.
- Ensure telegraphs are distinguishable by silhouette and timing, not only color.
- Align hitboxes to animation intent rather than sprite/mesh bounds.
- Use hit-stop, camera impulse, sound, VFX, and animation reaction proportionally to impact.
- Add cancel rules deliberately; never let accidental animation interruption define the system.
- Test edge cases: repeated input, direction change, simultaneous hits, wall proximity, low frame rate, off-camera enemies.
Avoid
- attacks that visually connect before hit registration;
- identical timing for every enemy;
- excessive particle effects hiding danger;
- long uninterruptible animations without corresponding payoff;
- camera shake strong enough to damage targeting readability.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
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- It worked
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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.

