combat-design

combat-design is a skill for Claude Code from rondorkerin/gamestack. It costs 169 tokens per session (993 once invoked), scanned A, original, MIT.

A guide for designing and reviewing video-game combat, especially fights where mistakes are costly and players must understand danger quickly.

In plain words
What is it for?
Use it to tune hit feedback, warnings, enemy roles, groups of enemies, fight pacing, stamina, checkpoints, and retry systems.
Why use it?
It helps find why combat feels unclear, unfair, weak, noisy, or difficult for the wrong reasons.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the gamestack plugin — 26 skills shipped together

Good fit Use it to tune hit feedback, warnings, enemy roles, groups of enemies, fight pacing, stamina, checkpoints, and retry systems.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/rondorkerin/gamestack/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 rondorkerin/gamestack --skill combat-design
Clone the repo
git clone --depth 1 https://github.com/rondorkerin/gamestack

Made for: Claude Code.

Or install gamestack, the plugin that ships this one along with the rest of its 26 skills.

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/rondorkerin/gamestack/combat-design/github.svg)](https://agentmods.dev/skills/rondorkerin/gamestack/combat-design)
Your own site
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/combat-design"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/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/rondorkerin/gamestack/combat-design"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/combat-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 169 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 993 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 $0.00169 $0.00993
Opus 5 $0.00084 $0.00496
Sonnet 5 $0.00034 $0.00199
Haiku 4.5 $0.00017 $0.00099

Measured 9d ago against content hash 543e348e9a4a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, 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 9d 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.

plugins/gamestack/skills/combat-design/SKILL.md · 42 lines

How it starts

The opening of the file, as written. The whole thing — 42 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Combat Design & Game Feel

How to make combat that feels powerful and reads fairly — especially in a high-lethality game where an unreadable hit is a broken promise. Juice sells the hit; telegraphing keeps it fair; encounter structure keeps the fight legible; commitment + a generous retry loop make hard feel fair instead of cheap.

When to use this

  • Tuning game feel: juice budgets, hit-stop, screen shake, the impact bundle
  • Authoring or auditing telegraphs and a game-wide danger-cue vocabulary
  • Designing enemies (silhouettes, combat roles) and multi-enemy encounters
  • Building a Souls-like lethality loop: commitment, stamina, comeback mechanics, checkpoints
  • Diagnosing combat that feels floaty, noisy, unfair, swarmy, or memorization-gated

Scope

This skill owns moment-to-moment combat and its feel. Adjacent concerns live in sibling skills, cross-linked from the guide:

  • General game feel — input/latency, forgiveness windows, the full juice toolkit, the 12 animation principles, camera & UI feel → game-feel-and-juice (the universal foundation; this skill applies it to hits, impacts, and telegraphing)
  • General reward/flow/difficulty theory and the "interesting decision" test → game-design-fundamentals
  • The single-save consequence model & meta-progression → permadeath-and-lethality
  • Loot/itemization that feeds builds, damage tiers as economy → rpg-systems
  • Enemy placement in the world, sightlines to a fight → open-world-design
  • Generating enemies/encounters within these constraints, and gating them → procedural-generation, procgen-review
  • Multiplicative systems that make fights emergent → systemic-emergent-design
  • Boss/quest framing → narrative-and-quest-design

How the pieces fit

  • GUIDE.md — the cited why, in four sub-domains: combat juice (the inverted-U dose curve, applied to hits — general feel theory lives in game-feel-and-juice), readability/telegraphing (fairness as a contract), enemy & encounter design (silhouettes, roles, readable chaos), and Souls-like lethality (commitment, death-as-teacher, comeback, checkpoints). Each rule carries an exemplar, a source, a test-for criterion, the named failure mode, and the procedural/headless implication.
  • CHECKLIST.md — Do/Don't + machine-checkable Test-for criteria, grouped by sub-domain. Written to be enforced as automated validators in a generation loop, not just read.

Read the full file on GitHub · 42 lines

Files

What ships with it

2 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. 9d ago First seen · 42 lines · 169 tokens per session scan A 543e348e9a4a

Subscribe to this mod's changes

combat-design is a skill published in the GitHub repository rondorkerin/gamestack (27 stars, last pushed 2mo ago), licensed MIT. It adds 169 tokens to every session and 993 once invoked, about $0.0008 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 2026-08-30.

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