team-combat

Orchestrate end-to-end game combat feature design, implementation, and QA validation.

Updated May 13, 2026
One-click install
npx skills add https://github.com/FrancisVarga/the-dream-machine --skill team-combat-francisvarga
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: team-combat
Source: https://github.com/FrancisVarga/the-dream-machine/tree/main/.claude/skills/team-combat
Command: npx skills add https://github.com/FrancisVarga/the-dream-machine --skill team-combat-francisvarga

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It solves the problem of turning a vague combat idea into a complete, well-integrated implementation without drifting into inconsistent logic, missing edge cases, or skipping QA.

Core Features & Use Cases

  • End-to-end combat feature orchestration: coordinates design, gameplay programming, AI behavior, VFX, sound, engine-idiom validation, and QA into a single workflow.
  • User-controlled phase gating: prompts for approval at key transitions using selectable options so the user can steer scope and architecture.
  • Review-mode flexibility: supports full, lean, and solo review paths to balance thoroughness vs. speed (including reading a repo review mode file).

Use case: You want a melee parry system that includes tuned formulas, enemy response AI, responsive VFX/audio feedback, and test cases that cover the documented edge conditions.

Quick Start

Run /team-combat melee parry system --review lean to design, implement, and validate the combat feature with a fast, gate-light workflow.

Frequently Asked Questions about team-combat

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement a melee combat system with VFX, audio, and AI behaviors?▼

Implement a complete combat feature by orchestrating design, gameplay programming, AI reactions, VFX, and sound integration through a phase-based pipeline with user approval checkpoints before parallel execution proceeds.

What is the best way to coordinate QA testing and combat design for a new game mechanic?▼

Coordinate combat design and QA testing by processing a natural-language feature description through an end-to-end workflow that generates validation test cases covering documented edge conditions across all gameplay systems.

Can I use a natural-language description to generate NPC reaction behaviors and ranged combat mechanics?▼

Yes, you can generate NPC reaction behaviors and ranged combat mechanics from a natural-language description that triggers phase-based delegation to specialized roles for AI programming and gameplay architecture.

Does the combat feature workflow support different review modes for fast iteration?▼

The combat feature workflow supports full, lean, and solo review paths to balance thoroughness versus speed, enabling fast iteration by reducing user approval gates during the implementation pipeline.

How do I ensure engine-idiom validation before parallel implementation of combat features?▼

Ensure engine-idiom validation by using user-controlled phase gating that prompts for approval at key architectural transitions, verifying engine idioms before parallel implementation of combat mechanics and VFX proceeds.