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 skills add rondorkerin/gamestack --skill combat-designgit clone --depth 1 https://github.com/rondorkerin/gamestackWrote 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/rondorkerin/gamestack/combat-design)<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.
<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>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 5.1 | $0.00169 | $0.00993 |
| Opus 5 | $0.00084 | $0.00496 |
| Sonnet 5 | $0.00034 | $0.00199 |
| Haiku 4.5 | $0.00017 | $0.00099 |
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.
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 ingame-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.
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.
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.
- 9d ago First seen · 42 lines · 169 tokens per session scan A 543e348e9a4a
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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