team-combat

Orchestrates a six-role subagent pipeline to design, implement, and validate combat features.

Updated Apr 13, 2026
One-click install
npx skills add https://github.com/onemanking/the-operator --skill team-combat-onemanking
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-combat
Source: https://github.com/onemanking/the-operator/tree/main/.github/skills/team-combat
Command: npx skills add https://github.com/onemanking/the-operator --skill team-combat-onemanking

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Building a game combat feature requires coordinating design, gameplay code, AI behavior, VFX, audio, and QA across multiple disciplines, which is slow and error-prone when done ad hoc. This Skill structures that work into a phased pipeline with clear ownership and user approval gates. ## Core Features & Use Cases - Six-Phase Pipeline: Runs design, architecture, parallel implementation, integration, validation, and sign-off phases with defined outputs per phase. - Specialized Subagent Delegation: Spawns game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester subagents via the Task tool, with parallel execution where possible. - User Decision Gates: Presents each subagent's proposals as selectable options with AskUserQuestion before advancing to the next phase. - Use Case: Ask to add a dodge-roll mechanic; the game-designer writes the GDD entry with formulas and tuning knobs, programmers implement it, artists add VFX and audio, and the qa-tester validates against acceptance criteria. ## Quick Start Invoke the team-combat skill with a description of the combat feature you want built, such as a parry system or enemy stagger mechanic.

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 combat feature with multiple AI agents?

Invoke this skill with a combat feature description, and it delegates work to six specialized subagents across design, architecture, implementation, integration, and validation phases. You approve each phase transition before the pipeline continues.

What subagents does the combat team pipeline use?

It spawns six subagents via the Task tool: game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester. Each receives full context including design doc paths, relevant code files, and constraints.

Can I approve or reject proposals between pipeline phases?

Yes. At each phase transition the skill presents the subagent's proposals as selectable options using AskUserQuestion. The pipeline does not advance until you approve the current phase's output.

Does the combat pipeline run agents in parallel?

Yes, Phase 3 implementation runs gameplay-programmer, ai-programmer, technical-artist, and sound-designer in parallel where the pipeline allows. Design and architecture phases run sequentially since later work depends on their outputs.

What are the limitations of this combat orchestration workflow?

It depends on the named subagent types being available in the environment and on a design/gdd directory for documents. It orchestrates work but does not itself write code, so results depend on each subagent's execution quality.