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.