team-combat
Skill1 starsChanged 8 months agoMITView on GitHub
Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end.
13 other projects use a version of this, 9 of them edited.
Adopted by
Most recently taken up by
- striderZA/OpenCodeGameStudiosedited, first seen Nov 4, 2026
- Donchitos/Claude-Code-Game-Studiosedited, first seen Oct 19, 2026
- venus2099/codex-game-studiosedited, first seen Oct 17, 2026
- ShiningPlague/shiningplague-studiotheir own version, first seen Oct 11, 2026
- Swih/godot-foundryedited, first seen Oct 11, 2026
- HunLuanZhiZhu/Game-Studios-Pluginedited, first seen Oct 5, 2026
Other versions13 projects use a version of this.
Word for word · 1
- CoralGame/Claude-Code-Game-Studios★ 19100% same
Edited · 9
- Donchitos/Claude-Code-Game-Studios★ 27k13% same
- striderZA/OpenCodeGameStudios★ 11851% same
- dawn840705/codex-code-studios★ 1749% same
- lilangMax/ClaudeCodeGameStudios★ 852% same
- hongyuanc/codex-game-studios★ 521% same
- dawn840705/claude-code-studios★ 143% same
- HunLuanZhiZhu/Game-Studios-Plugin★ 144% same
- Swih/godot-foundry★ 196% same
- venus2099/codex-game-studios★ 114% same
Wrote their own version · 3
- pixel-cellar/Claude-Code-Game-Studios★ 324same name
- CodePhobiia/claude-roblox-game-studio★ 9same name
- ShiningPlague/shiningplague-studio★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository37 other files it gives its agents.
- AGENTS.mdAGENTS.md
- architecture-decisionSkill
- asset-auditSkill
- balance-checkSkill
- brainstormSkill
- bug-reportSkill
- changelogSkill
- code-reviewSkill
- design-reviewSkill
- design-systemSkill
- estimateSkill
- gate-checkSkill
- hotfixSkill
- launch-checklistSkill
- localizeSkill
- map-systemsSkill
- milestone-reviewSkill
- onboardSkill
- patch-notesSkill
- perf-profileSkill
- playtest-reportSkill
- project-stage-detectSkill
- prototypeSkill
- release-checklistSkill
- retrospectiveSkill
- reverse-documentSkill
- scope-checkSkill
- setup-engineSkill
- sprint-planSkill
- startSkill
- team-audioSkill
- team-levelSkill
- team-narrativeSkill
- team-polishSkill
- team-releaseSkill
- team-uiSkill
- tech-debtSkill
The file
We split this skill into the rules it gives an agent
10 rules. 8 are common, 1 is distinctive, and 1 is very specific to this project.
8
Common
Most of the 11 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Common: line 8
When this skill is invoked, orchestrate the combat team through a structured pipeline.
- Common: line 25
Use the Task tool to spawn each team member as a subagent:
- Distinctive: line 33
Always provide full context in each agent's prompt (design doc path, relevant code files, constraints).
- Very specific: line 39
Create or update the design document in design/gdd/ covering: mechanic overview, player fantasy, detailed rules, formulas with variable …
- Common: line 53
technical-artist: Create VFX and shader effects
- Common: line 58
Ensure all tuning knobs are exposed and data-driven
- Common: line 59
Verify the feature works with existing combat systems
- Common: line 63
Write test cases from the acceptance criteria
- Common: line 64
Test all edge cases documented in the design
- Common: line 65
Verify performance impact is within budget
“Common” is measured: kept by at least 6 in 10 of the 11 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
When this skill is invoked, orchestrate the combat team through a structured pipeline.
Decision Points: At each phase transition, use AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next phase.
Team Composition
- game-designer — Design the mechanic, define formulas and edge cases
- gameplay-programmer — Implement the core gameplay code
- ai-programmer — Implement NPC/enemy AI behavior for the feature
- technical-artist — Create VFX, shader effects, and visual feedback
- sound-designer — Define audio events, impact sounds, and ambient combat audio
- qa-tester — Write test cases and validate the implementation
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: game-designer— Design the mechanic, define formulas and edge casessubagent_type: gameplay-programmer— Implement the core gameplay codesubagent_type: ai-programmer— Implement NPC/enemy AI behaviorsubagent_type: technical-artist— Create VFX, shader effects, visual feedbacksubagent_type: sound-designer— Define audio events, impact sounds, ambient audiosubagent_type: qa-tester— Write test cases and validate implementation
Always provide full context in each agent's prompt (design doc path, relevant code files, constraints). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 3 agents can run simultaneously).
Pipeline
Phase 1: Design
Delegate to game-designer:
- Create or update the design document in
design/gdd/covering: mechanic overview, player fantasy, detailed rules, formulas with variable definitions, edge cases, dependencies, tuning knobs with safe ranges, and acceptance criteria - Output: completed design document
Phase 2: Architecture
Delegate to gameplay-programmer (with ai-programmer if AI is involved):
- Review the design document
- Design the code architecture: class structure, interfaces, data flow
- Identify integration points with existing systems
- Output: architecture sketch with file list and interface definitions
Phase 3: Implementation (parallel where possible)
Delegate in parallel:
- gameplay-programmer: Implement core combat mechanic code
- ai-programmer: Implement AI behaviors (if the feature involves NPC reactions)
- technical-artist: Create VFX and shader effects
- sound-designer: Define audio event list and mixing notes
Phase 4: Integration
- Wire together gameplay code, AI, VFX, and audio
- Ensure all tuning knobs are exposed and data-driven
- Verify the feature works with existing combat systems
Phase 5: Validation
Delegate to qa-tester:
- Write test cases from the acceptance criteria
- Test all edge cases documented in the design
- Verify performance impact is within budget
- File bug reports for any issues found
Phase 6: Sign-off
- Collect results from all team members
- Report feature status: COMPLETE / NEEDS WORK / BLOCKED
- List any outstanding issues and their assigned owners
Output
A summary report covering: design completion status, implementation status per team member, test results, and any open issues.
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Your trail
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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.

