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.
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/combat-designnpx skills add MRCalderon3D/everything-game-dev-code --skill combat-designgit clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-codeWrote 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.
[](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/combat-design)<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>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.
| Model | Per session | Once 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 |
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.
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
- define player verbs, counters, risk/reward, and pacing
- design enemy roles and pressure patterns
- specify feedback, resource use, and fail states
- identify tuning variables and telemetry needs
- 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.
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.
- yesterday First seen · 60 lines · 19 tokens per session scan A fec1f6edb326
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.
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.
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.
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.
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.
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'.
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.