combat-design

combat-design is a skill for Claude Code, Codex from MRCalderon3D/everything-game-dev-code. It costs 19 tokens per session (340 once invoked), scanned A, original, MIT.

A design framework for how players attack, defend, use resources, and respond to enemies in a combat game.

In plain words
What is it for?
It helps define player actions, enemy roles, counters, feedback, resource use, failure states, and variables to tune during playtesting.
Why use it?
It makes combat rules clearer and gives teams a structured way to find balance problems and improve difficulty.

Skill for Claude CodeCodex

Part of the everything-game-dev-code plugin — 29 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers shipped together

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.

agentmods
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/combat-design
Any agent
npx skills add MRCalderon3D/everything-game-dev-code --skill combat-design
Clone the repo
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code

Made for: Claude Code, Codex.

Or install everything-game-dev-code, the plugin that ships this one along with the rest of its 29 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers.

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 combat-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/combat-design.svg)](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/combat-design)
Your own site
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/combat-design"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/combat-design.svg" alt="Measured on agentmods" height="20"></a>
Per session 19 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 340 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00019 $0.00340
Opus 5 $0.00010 $0.00170
Sonnet 5 $0.00004 $0.00068
Haiku 4.5 $0.00002 $0.00034

Measured yesterday against content hash fec1f6edb326, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

combat-design 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 yesterday.

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.

skills/design/combat-design/SKILL.md · 60 lines

What it actually says

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
  • combat-designer
  • systems-designer
  • ui-ux-designer
  • 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.
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. yesterday First seen · 60 lines · 19 tokens per session scan A fec1f6edb326

Subscribe to this mod's changes

combat-design is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (80 stars, last pushed 15d ago), licensed MIT. It adds 19 tokens to every session and 340 once invoked, about $0.0001 per session on Opus 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.

Related

Other skills, from other repositories

verification

Verify a Godot AI change before committing — ruff, pytest, GDScript testrun against a live editor, and live-smoke of changed tools. Use before every commit, and whenever asked to check that a change actually works.

hi-godot/godot-ai · 50 tokens

art-generate

Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists.

striderZA/OpenCodeGameStudios · 57 tokens

help

Analyzes what is done and the users query and offers advice on what to do next. Use if user says what should I do next or what do I do now or I'm stuck or I don't know what to do.

striderZA/OpenCodeGameStudios · 45 tokens

asset-audit

Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.

striderZA/OpenCodeGameStudios · 38 tokens

balance-check

Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.

striderZA/OpenCodeGameStudios · 61 tokens

hybrid-prototype

Fast-lane prototype skill for the hybrid workflow. Builds a playable prototype in 2-3 days with minimal process overhead. Designed for discovery phase.

striderZA/OpenCodeGameStudios · 35 tokens