3d-graphics-and-render…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and danger cues, enemy silhouettes and role-based rosters, multi-enemy readability, encounter pacing, and high-lethality (Souls-like)
Claude Code
$ npx -y skills add rondorkerin/gamestack --skill combat-design --agent claude-code
Codex
$ npx skills add rondorkerin/gamestack --skill combat-design -a codex -y
Cursor
$ npx skills add rondorkerin/gamestack --skill combat-design -a cursor -y
Gemini CLI
$ npx skills add rondorkerin/gamestack --skill combat-design -a gemini-cli -y
GitHub Copilot
$ npx skills add rondorkerin/gamestack --skill combat-design -a github-copilot -y
OpenCode
$ npx skills add rondorkerin/gamestack --skill combat-design -a opencode -y
Windsurf
$ npx skills add rondorkerin/gamestack --skill combat-design -a windsurf -y
name: combat-design description: Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and danger cues, enemy silhouettes and role-based rosters, multi-enemy readability, encounter pacing, and high-lethality (Souls-like) commitment/stamina/checkpoint loops. Also use to diagnose combat that feels floaty, noisy, unfair, swarmy, or like a memorization "knowledge check". Triggers on "combat design", "game feel", "juice", "hit-stop", "screen shake", "telegraph", "wind-up", "readability", "enemy design", "encounter design", "aggression", "gank", "stamina", "souls-like", "lethality", "this death felt cheap", "combat feels floaty".
How to make combat that **feels** powerful and **reads** fairly — especially in a high-lethality game where an unreadable hit is a broken promise. Juice sells the hit; telegraphing keeps it fair; encounter structure keeps the fight legible; commitment + a generous retry loop make hard feel fair instead of cheap.
This skill owns **moment-to-moment combat and its feel**. Adjacent concerns live in sibling skills, cross-linked from the guide:
> **In a lethal game, telegraphing is fairness, not decoration.** Every attack that can kill must be preceded by a readable, consistent wind-up whose salience scales with its damage ("relative damage must match perceived danger"). The general feel foundation this rests on — the inverted-U juice ceiling (Kao 2020), input response, and the animation-principle inversion (anticipation warns on enemies, lags on the player) — lives in `game-feel-and-juice`; this skill applies it to the specific case of hits and the fairness contract.
> **Why this matters doubly for a generator:** a human team feels an un-telegraphed kill or a juice-overloaded screen as "off." An autonomous generator does not. Hand-author the cue vocabulary, the damage→telegraph curve, the feedback table, and the stamina/checkpoint numbers as **inviolable contracts**, then let generation recombine vetted parts inside them — and run headless validators (telegraph checker, juice linter, fairness ghost-runner) before any content is committed.
Start with `GUIDE.md`, then apply `CHECKLIST.md`.
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity,…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves,…
The platform router for the gamestack framework. Use when a game's design is ready to implement, when the target engine is chosen…
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.