team-combat

Coordinates cross-functional teams to design, implement and validate combat features end-to-end for action games.

Updated Jul 16, 2026
One-click install
npx skills add https://github.com/johnatas-henrique/overdrive --skill team-combat-johnatas-henrique
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-combat
Source: https://github.com/johnatas-henrique/overdrive/tree/main/.opencode/skills/team-combat
Command: npx skills add https://github.com/johnatas-henrique/overdrive --skill team-combat-johnatas-henrique

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill solves the disjointed, error-prone process of building game combat features by coordinating specialized cross-functional roles, eliminating misalignment between design, implementation, art, audio, and QA teams that leads to unbalanced mechanics, bugs, and delayed releases.

Core Features & Use Cases

  • Structured 6-Phase Pipeline: End-to-end workflow covering design, architecture, implementation, integration, validation, and sign-off, with mandatory user approval at each phase transition to maintain alignment.
  • Parallel Cross-Functional Orchestration: Spawns specialized subagents (game designers, programmers, technical artists, sound designers, QA) to work concurrently on independent tasks, reducing development time for combat features.
  • Use Case: Build a new melee parry system: the game designer defines mechanic rules and edge cases, the gameplay programmer implements core code, the technical artist creates parry VFX, the sound designer adds impact audio, and QA validates edge cases like parrying multiple sequential attacks.

Quick Start

Invoke the team-combat skill with a clear description of the combat feature you want to develop, such as 'design and implement a melee parry system with directional input and counterattack windows'.

Frequently Asked Questions about team-combat

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

FAQPage Schema
How do I coordinate combat feature development across game design, programming, and QA teams?

Combat feature development can be coordinated by orchestrating cross-functional subagents across a structured 6-phase pipeline, ensuring design, engineering, art, audio, and QA teams work concurrently to prevent misalignment and delayed releases.

What is the best way to manage end-to-end melee combat system implementation?

End-to-end melee combat system implementation is best managed through a phase-gate workflow that covers design, architecture, implementation, integration, validation, and sign-off, requiring mandatory user approval at each transition to maintain alignment.

How does parallel cross-functional orchestration work for game combat features?

Parallel cross-functional orchestration works by spawning specialized subagents for game designers, programmers, technical artists, sound designers, and QA to work concurrently on independent tasks like combat AI, VFX, and audio, reducing overall development time.

Do I need specialized subagents to build ranged weapon and NPC combat AI systems?

Yes, building ranged weapon and NPC combat AI systems requires access to designated subagent types for each specialized role, which ensures that mechanics are properly designed, implemented, and validated without disjointed handoffs.

Can I recover blocked agent tasks during combat feature validation and QA testing?

Yes, you can recover blocked agent tasks during combat feature validation and QA testing because the workflow includes error recovery protocols that ensure partial deliverables are always produced even when tasks encounter blockers.