team-combat

Orchestrate combat feature design through QA with phased specialist delegation.

1|Updated May 3, 2026
One-click install
npx skills add https://github.com/imclab/xrA1-swarm --skill team-combat-imclab
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: team-combat
Source: https://github.com/imclab/xrA1-swarm/tree/main/.claude/skills/team-combat
Command: npx skills add https://github.com/imclab/xrA1-swarm --skill team-combat-imclab

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

team-combat reduces the risk of brittle, undocumented, and incomplete combat implementations by coordinating a full studio-style pipeline from mechanic design through QA validation.

Core Features & Use Cases

  • End-to-end combat feature orchestration: Converts a combat concept into a complete design document, architecture sketch, implementation plan, and validation checklist.
  • Specialist team workflow: Delegates design, gameplay code, AI behavior, VFX, sound, engine-idiom validation, and QA into structured phases with explicit decision points.
  • User-gated phase transitions: Uses proposal-based selection and approval at each phase transition to keep implementation aligned with the user’s intent.
  • Acceptance-criteria driven validation: Produces tests and bug reports based on the design’s acceptance criteria and edge cases.

Quick Start

Use /team-combat melee parry system with stamina cost, cancel windows, enemy AI reactions, and VFX/audio feedback.

Frequently Asked Questions about team-combat

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

FAQPage Schema
How do I orchestrate end-to-end combat feature development across mechanics, AI, VFX, and audio?▼

End-to-end combat feature development is orchestrated by a studio-style specialist pipeline that delegates mechanic design, AI behavior, VFX, audio, and QA into structured phases with explicit decision points and user-approved transitions.

What is the best way to design and validate game combat mechanics with NPC AI reactions?▼

Designing and validating game combat mechanics with NPC AI reactions requires converting the combat concept into a design document, architecture sketch, implementation plan, and acceptance-criteria driven validation checklist.

How does a studio-style combat pipeline handle phase transitions and QA testing?▼

A studio-style combat pipeline handles phase transitions through proposal-based selection and user approval at each step, followed by QA acceptance-criteria testing that produces tests and bug reports for edge cases.

Can I use an agent orchestration workflow for game combat design and implementation?▼

Agent orchestration for game combat design and implementation uses phased delegation to coordinate gameplay code, AI reactions, VFX, sound, and engine-idiom validation, satisfying a user-provided combat feature description.

How do I create an acceptance-criteria testing checklist for melee combat systems?▼

Acceptance-criteria testing for melee combat systems is created by producing tests and bug reports derived directly from the combat design’s documented acceptance criteria and anticipated edge cases.

Do I need a YAML-defined skill invocation to start building a combat feature?▼

A YAML-defined skill invocation with a user-provided combat feature description is required to start building a combat feature, enforcing phased delegation and QA acceptance-criteria testing.