team-combat

team-combat is a skill for Claude Code from Donchitos/Claude-Code-Game-Studios. It costs 41 tokens per session (4,396 once invoked), scanned A, original, MIT.

An orchestrator for a game combat team covering design, gameplay programming, artificial intelligence, art, sound, and testing. It guides a combat feature from design through implementation and validation.

In plain words
What is it for?
Use it for features such as melee parries or ranged-weapon spread, from initial design to implementation and testing.
Why use it?
Combat features often require several disciplines to work together. This coordinates those roles and collects approval before moving between phases.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: model in frontmatter; mentions CLAUDE.md; mentions subagents.

Good fit Use it for features such as melee parries or ranged-weapon spread, from initial design to implementation and testing.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/donchitos/claude-code-game-studios/team-combat
About the project

Claude Code Game Studios is a setup that organizes Claude Code into a coordinated game-development team of specialized AI agents. It supports game projects across design, programming, art, audio, narrative, quality assurance, and production, with skills and workflows for coordinating that work.

Donchitos/Claude-Code-Game-Studios · 26,893 stars · on GitHub

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add Donchitos/Claude-Code-Game-Studios --skill team-combat
Clone the repo
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for team-combat

README.md
[![agentmods](https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/team-combat/github.svg)](https://agentmods.dev/skills/donchitos/claude-code-game-studios/team-combat)
Your own site
<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/team-combat"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/team-combat/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for team-combat

Your own site · 80×15
<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/team-combat"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/team-combat.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 41 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,396 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector warn 7 Sept 2026
SkillSpector: 1 finding, up to medium

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • medium Excessive Agency · line 7
    Skill selects an external model or provider that may use a different account or billing plan than the operator expects. Undisclosed model switches can cause unexpected cost or quota consumption.
    Fix: Remove the model/provider override or disclose it prominently and require explicit operator approval before invoking an external coding CLI or billed model.
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00041 $0.04396
Opus 5.5 $0.00016 $0.01758
Sonnet 5.5 $0.00008 $0.00879
Haiku 4.5 $0.00004 $0.00440

Measured today against content hash 2bea102f0344, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

team-combat scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured today.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

Copies of this mod

3 near-identical copies found in the catalogue:

.claude/skills/team-combat/SKILL.md · 267 lines

How it starts

The opening of the file, as written. The whole thing — 267 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Team Combat

Argument check: If no combat feature description is provided, output:

"Usage: /team-combat [combat feature description] [--review full|lean|solo] — Provide a description of the combat feature to design and implement (e.g., melee parry system, ranged weapon spread)." Then stop immediately without spawning any subagents or reading any files.

When this skill is invoked with a valid argument, 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. In collaborative mode, the user must approve before moving to the next phase. In guided mode the pipeline advances automatically unless a phase is BLOCKED; in autonomous mode it runs end to end, recording each phase outcome via log_decision. Decisions in automation_always_ask categories (is_always_ask_category helper) always prompt regardless of mode. See .claude/docs/automation-modes.md.

Phase 0: Resolve Config

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,team.size,workflow

Resolved above — use as-is; --review overrides review_mode. No block → defaults in .claude/docs/config-resolution.md.

review_mode sets director-gate depth, and this pipeline has no director gate: no phase below spawns CD-, TD-, PR- or AD-PHASE-GATE, at any review_mode. Its phase gates are the pipeline's own decision points (defined under team.size below), and the agents that work at them are team members, not director gates.

automation drives the Decision Points note above. See the Decision Points note above and .claude/docs/automation-modes.md for how each mode changes pipeline behavior.

workflow sizes the Phase 1 design document the way /design-system does: ## Summary plus all 8 sections at full; at standard, Overview, Detailed Design, Edge Cases, Dependencies and Acceptance Criteria, plus Formulas whenever the mechanic defines numeric rules (a combat mechanic almost always does); at minimal the game brief is the design record and the GDD is optional — draft those five sections and tell the user it is optional at this workflow level.

Read the full file on GitHub · 267 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. today Changed 2bea102f0344
  2. 11d ago Changed · +2 lines 2df3a19ea885
  3. 20d ago Changed · +44 lines 5db705f404f9
  4. 25d ago Changed 93aa33bf7f44
  5. 26d ago Changed · +77 lines · -9 tokens per session c9cfe224559e
  6. 1mo ago First seen · 144 lines · 50 tokens per session scan A 8a3de29e9ac6

Subscribe to this mod's changes

team-combat is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (26,893 stars, last pushed yesterday), licensed MIT. It adds 41 tokens to every session and 4,396 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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