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.