design-action-combat

Designs and tests readable tactical action combat systems for web games.

5.7k|685|Updated Feb 3, 2026
One-click install
npx skills add https://github.com/MengTo/Skills --skill design-action-combat
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: design-action-combat
Source: https://github.com/MengTo/Skills/tree/main/agent-skills/game-development/design-action-combat
Command: npx skills add https://github.com/MengTo/Skills --skill design-action-combat

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Action combat in web games often fails because timing, hit detection, and defensive options are driven by animation guesses rather than explicit, testable state machines, producing unreadable and unfair encounters.

Core Features & Use Cases

  • Explicit Combat Verbs: Define startup, active window, recovery, cancellation rules, resource cost, contact shape, and damage/posture outcome for every player and enemy action.
  • Authoritative Hit Resolution: Drive hits, blocks, parries, and interrupts from collision events with direction, range, phase, and state validation, applying each contact exactly once.
  • Deterministic Combat Testing: Cover early/late timing, wrong direction, out-of-range contact, interrupted actions, boss phase changes, cooldown boundaries, and repeated inputs with seeded review scenarios.
  • Use Case: When building a boss fight in a Three.js web game, use this Skill to specify each attack's telegraph and dodge window, then verify guard timing and phase transitions through deterministic tests instead of long manual playthroughs.

Quick Start

Use the design-action-combat skill to define the attack timing, dodge windows, and hit resolution rules for my web game's first boss encounter.

Frequently Asked Questions about design-action-combat

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

FAQPage Schema
How do I design attack timing for action combat in a web game?

Define each attack as an explicit state machine with startup, active window, recovery, cancellation rules, and resource cost. Make telegraph, danger, contact, and recovery phases readable at normal camera distance rather than relying on animation-driven guesses.

How to implement hit detection and parry systems in games?

Drive hits, blocks, parries, and interrupts from authoritative collision or contact events, validating direction, range, phase, and state before resolving outcomes. Apply each contact once using stable action and target identifiers, keeping visuals downstream of resolved simulation events.

How do I test combat mechanics deterministically?

Cover early and late timing, wrong direction, out-of-range contact, multiple targets, interrupted actions, phase changes, cooldown boundaries, and repeated inputs. Use seeded or queryable review scenarios instead of requiring long campaign playthroughs.

What makes boss fight phases feel fair to players?

Boss phases must alter decision pressure without invalidating timing the player already learned. Give each defense a distinct purpose such as spacing, dodge, timed guard, or interruption, and avoid unpunishable attacks, recovery loops, and unavoidable damage.

Why does combat feel unresponsive at low frame rates?

Combat must be verified at realistic frame rates and camera distances, since timing windows tuned at high frame rates can become unreadable or unhittable in real conditions. Confirm that player intent, contact feedback, health and posture changes, and sound/VFX all agree.