team-combat

Orchestrate multi-role combat feature design, implementation, and validation with user approval checkpoints.

1|Updated May 15, 2026
One-click install
npx skills add https://github.com/dnkrow/skill --skill team-combat-dnkrow
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-combat
Source: https://github.com/dnkrow/skill/tree/main/claude-global/team-combat
Command: npx skills add https://github.com/dnkrow/skill --skill team-combat-dnkrow

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Orchestrating a full combat-feature build across multiple specialized roles is hard to coordinate, easy to mis-scope, and difficult to validate end-to-end.

Core Features & Use Cases

  • End-to-end combat pipeline: Takes a combat-feature description and drives phases from design to sign-off with user-gated phase transitions.
  • Specialist delegation: Spawns subagents for game design, gameplay programming, AI, VFX, sound, engine architecture validation, and QA/testing.
  • Decision checkpoints: Presents each phase’s proposals for explicit user approval before continuing.

Quick Start

Use the /team-combat command with a clear combat feature description to have a full multi-role workflow produce design, architecture, implementation, integration guidance, and validation.

Frequently Asked Questions about team-combat

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

FAQPage Schema
How do I orchestrate a full combat feature build across gameplay code, AI, and VFX?

Combat feature orchestration is handled by delegating specialized phases across gameplay code, AI behavior, VFX, audio, and engine architecture with user-gated approval checkpoints before each transition.

What is the end-to-end pipeline for implementing combat features in game development?

The end-to-end combat feature pipeline drives phases from initial design to sign-off, spawning subagents for game design, programming, AI, VFX, sound, architecture validation, and QA test coverage.

Can I validate engine architecture and QA test coverage for combat features automatically?

Engine architecture validation and QA test coverage are executed by spawned subagents during the combat feature workflow, providing structured error recovery and partial reporting when agents are blocked.

Do I need to provide a full combat feature description to start the multi-role workflow?

You need to provide a clear combat feature description as input, which triggers argument validation before the multi-phase delegation begins the design, implementation, and validation sequence.

What's the best way to coordinate AI programming and VFX audio implementation for a combat system?

Coordinating AI programming with VFX and audio implementation is managed through specialist subagent delegation, ensuring each role's output is reviewed at decision checkpoints before integration.

How does error recovery work when a combat feature subagent gets blocked?

Error recovery uses structured partial reporting when spawned subagents are blocked during the combat feature build, allowing the workflow to continue validating other independent phases.