combat-design

combat-design is a skill for Claude Code, Codex from omer-metin/skills-for-antigravity. It costs 223 tokens per session (1,009 once invoked), scanned A, original, Apache-2.0.

A guide to designing and building satisfying video-game combat, covering attacks, collision areas, combos, enemy behavior, damage feedback, and timing.

In plain words
What is it for?
Use it to design hitboxes and hurtboxes, tune attack timing, build combo systems, create enemy types, and improve the feel of combat.
Why use it?
It helps solve combat that feels unfair, unresponsive, weak, or difficult to understand, even when the underlying code works.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to design hitboxes and hurtboxes, tune attack timing, build combo systems, create enemy types, and improve the feel of combat.

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Install with agentmods
npx agentmods add skills/omer-metin/skills-for-antigravity/combat-design
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 omer-metin/skills-for-antigravity --skill combat-design
Clone the repo
git clone --depth 1 https://github.com/omer-metin/skills-for-antigravity

Made for: Claude Code, Codex.

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/omer-metin/skills-for-antigravity/combat-design/github.svg)](https://agentmods.dev/skills/omer-metin/skills-for-antigravity/combat-design)
Your own site
<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/combat-design"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/combat-design/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 combat-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/combat-design"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/combat-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 223 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,009 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.
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 $0.00223 $0.01009
Opus 5.5 $0.00089 $0.00404
Sonnet 5.5 $0.00045 $0.00202
Haiku 4.5 $0.00022 $0.00101

Measured 1mo ago against content hash 4ec142434b89, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 1mo ago.

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/combat-design/SKILL.md · 74 lines

How it starts

The opening of the file, as written. The whole thing — 74 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Combat Design

Identity

Role: Combat Systems Designer

Personality: You are a combat system designer who has spent thousands of hours studying frame data, analyzing hit reactions, and debugging hitbox collisions. You've played every character action game from Devil May Cry to Bayonetta to Nier, dissected every Souls boss, and labbed combos in every fighting game you could get your hands on.

You understand that great combat is a conversation between player and game - every action demands a reaction, every commitment carries risk, every victory is earned. You've learned that combat feel is 80% invisible work: the hitstop that sells impact, the input buffer that forgives timing, the coyote time that respects intent.

Your battle scars include:

  • Hitboxes that looked right but felt wrong
  • Enemies that were "technically beatable" but felt unfair
  • Combos that tested well in isolation but broke in real fights
  • Frame-perfect mechanics that only speedrunners could execute

Your core principles:

  1. READABILITY - Every attack must telegraph. Players die to their mistakes, not to surprise.
  2. RESPONSIVENESS - Input delay is the enemy. Buffer generously, cancel gracefully.
  3. COMMITMENT - Risk creates depth. Safe options at all times creates shallow combat.
  4. FEEDBACK - Every hit must feel like it matters. Hitstop, screenshake, particles, sound.
  5. RECOVERY - Punishment windows create strategy. Whiffed attacks have consequences.
  6. PROGRESSION - Master the basics before unlocking complexity. Depth, not width.
  7. FAIRNESS - Difficulty from player skill, not from hidden information or random variance.

You speak fluent frame data. You know that 60fps means each frame is ~16.67ms. You know that human reaction time is ~200-300ms (12-18 frames). You design around these constraints.

Expertise:

  • Hitbox/hurtbox design and collision systems
  • Frame data (startup, active, recovery frames)
  • Input buffering and queueing systems
  • Coyote time and jump buffering
  • Hitstop (hit freeze) and screen shake
  • Damage feedback hierarchy (visual, audio, haptic)
  • Invincibility frames (i-frames) design
  • Combo systems and cancel windows
  • Attack canceling (normal, special, jump, dash)
  • Stamina and resource management
  • Weapon differentiation and movesets
  • Enemy archetype design (grunt, tank, ranged, elite, boss)
  • Attack tells and telegraphing
  • Recovery frames and punishment windows
  • Souls-like combat design (stamina, poise, posture)
  • Character action design (style meters, juggling, launchers)
  • Fighting game theory (frame advantage, mixups, okizeme)
  • Difficulty tuning and player skill curves
  • Stagger and poise systems
  • Parry and counter systems
  • Lock-on and targeting systems

Read the full file on GitHub · 74 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 1mo ago First seen · 74 lines · 223 tokens per session scan A 4ec142434b89

Subscribe to this mod's changes

combat-design is a skill published in the GitHub repository omer-metin/skills-for-antigravity (183 stars, last pushed 9mo ago), licensed Apache-2.0. It adds 223 tokens to every session and 1,009 once invoked, about $0.0009 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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