Argument check: If no combat feature description is provided, output:
"Usage: /team-combat [combat feature description] — Provide a description of the combat feature to design and implement (e.g., melee parry system, ranged weapon spread)."
Then stop immediately without spawning any subagents or reading any files.
When this skill is invoked with a valid argument, orchestrate the combat team through a structured pipeline.
Decision Points: At each phase transition, use AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next phase.
Phase 0: Resolve Review Mode
- If
--review [mode] was passed as an argument, use that mode.
- Else read
production/review-mode.txt — use whatever is written there.
- Else default to
lean.
Modes:
full — spawn all director and lead gates as described
lean — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
solo — skip all director gate spawning entirely; run the skill without any agent gates
Store the resolved mode for use in all subsequent phases.
Team Composition
- game-designer — Design the mechanic, define formulas and edge cases
- gameplay-programmer — Implement the core gameplay code
- ai-programmer — Implement NPC/enemy AI behavior for the feature
- technical-artist — Create VFX, shader effects, and visual feedback
- sound-designer — Define audio events, impact sounds, and ambient combat audio
- engine specialist (primary) — Validate architecture and implementation patterns are idiomatic for the engine (read from
.claude/docs/technical-preferences.md Engine Specialists section)
- qa-tester — Write test cases and validate the implementation
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: game-designer — Design the mechanic, define formulas and edge cases
subagent_type: gameplay-programmer — Implement the core gameplay code
subagent_type: ai-programmer — Implement NPC/enemy AI behavior
subagent_type: technical-artist — Create VFX, shader effects, visual feedback
subagent_type: sound-designer — Define audio events, impact sounds, ambient audio
subagent_type: [primary engine specialist] — Engine idiom validation for architecture and implementation
subagent_type: qa-tester — Write test cases and validate implementation
Always provide full context in each agent's prompt (design doc path, relevant code files, constraints). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 3 agents can run simultaneously).
Pipeline
Phase 1: Design
Delegate to game-designer:
- Create or update the design document in
design/gdd/ covering: mechanic overview, player fantasy, detailed rules, formulas with variable definitions, edge cases, dependencies, tuning knobs with safe ranges, and acceptance criteria
- Output: completed design document
Phase 2: Architecture
Delegate to gameplay-programmer (with ai-programmer if AI is involved):
- Review the design document
- Design the code architecture: class structure, interfaces, data flow
- Identify integration points with existing systems
- Output: architecture sketch with file list and interface definitions
Then spawn the primary engine specialist to validate the proposed architecture:
- Is the class/node/component structure idiomatic for the pinned engine? (e.g., Godot node hierarchy, Unity MonoBehaviour vs DOTS, Unreal Actor/Component design)
- Are there engine-native systems that should be used instead of custom implementations?
- Any proposed APIs that are deprecated or changed in the pinned engine version?
- Output: engine architecture notes — incorporate into the architecture before Phase 3 begins
Use AskUserQuestion:
- Prompt: "Architecture sketch complete. Approve to proceed with parallel implementation."
- Options:
[A] Proceed — spawn implementation agents (gameplay-programmer, ai-programmer, technical-artist, sound-designer)
[B] Revise the architecture first — I'll describe what needs to change
[C] Stop here — I'll continue later
Only spawn implementation agents if user selects [A].
Phase 3: Implementation (parallel where possible)
Delegate in parallel:
- gameplay-programmer: Implement core combat mechanic code
- ai-programmer: Implement AI behaviors (if the feature involves NPC reactions)
- technical-artist: Create VFX and shader effects
- sound-designer: Define audio event list and mixing notes
Phase 4: Integration
- Wire together gameplay code, AI, VFX, and audio
- Ensure all tuning knobs are exposed and data-driven
- Verify the feature works with existing combat systems
Phase 5: Validation
Delegate to qa-tester:
- Write test cases from the acceptance criteria
- Test all edge cases documented in the design
- Verify performance impact is within budget
- File bug reports for any issues found
Phase 6: Sign-off
- Collect results from all team members
- Report feature status: COMPLETE / NEEDS WORK / BLOCKED
- List any outstanding issues and their assigned owners
Error Recovery Protocol
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
- Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
- Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
- Offer options via AskUserQuestion with choices:
- Skip this agent and note the gap in the final report
- Retry with narrower scope
- Stop here and resolve the blocker first
- Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.
Common blockers:
- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
- ADR status is Proposed → do not implement; run
/architecture-decision first
- Scope too large → split into two stories via
/create-stories
- Conflicting instructions between ADR and story → surface the conflict, do not guess
File Write Protocol
All file writes (design documents, implementation files, test cases) are
delegated to sub-agents spawned via Task. Each sub-agent enforces the
"May I write to [path]?" protocol. This orchestrator does not write files directly.
Output
A summary report covering: design completion status, implementation status per team member, test results, and any open issues.
Verdict: COMPLETE — combat feature designed, implemented, and validated.
Verdict: BLOCKED — one or more phases could not complete; partial report produced with unresolved items listed.
Next Steps
- Run
/code-review on the implemented combat code before closing stories.
- Run
/balance-check to validate combat formulas and tuning values.
- Run
/team-polish if VFX, audio, or performance polish is needed.
1---2name: team-combat3description: Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end.4---5**Argument check:** If no combat feature description is provided, output:
6> "Usage: `/team-combat [combat feature description]` — Provide a description of the combat feature to design and implement (e.g., `melee parry system`, `ranged weapon spread`)."
7Then stop immediately without spawning any subagents or reading any files.
8
9When this skill is invoked with a valid argument, orchestrate the combat team through a structured pipeline.
10
11**Decision Points:** At each phase transition, use `AskUserQuestion` to present
12the user with the subagent's proposals as selectable options. Write the agent's
13full analysis in conversation, then capture the decision with concise labels.
14The user must approve before moving to the next phase.
15
16## Phase 0: Resolve Review Mode
17
181. If `--review [mode]` was passed as an argument, use that mode.
192. Else read `production/review-mode.txt` — use whatever is written there.
203. Else default to `lean`.
21
22Modes:
23- `full` — spawn all director and lead gates as described
24- `lean` — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
25- `solo` — skip all director gate spawning entirely; run the skill without any agent gates
26
27Store the resolved mode for use in all subsequent phases.
28
29## Team Composition
30- **game-designer** — Design the mechanic, define formulas and edge cases
31- **gameplay-programmer** — Implement the core gameplay code
32- **ai-programmer** — Implement NPC/enemy AI behavior for the feature
33- **technical-artist** — Create VFX, shader effects, and visual feedback
34- **sound-designer** — Define audio events, impact sounds, and ambient combat audio
35- **engine specialist** (primary) — Validate architecture and implementation patterns are idiomatic for the engine (read from `.claude/docs/technical-preferences.md` Engine Specialists section)
36- **qa-tester** — Write test cases and validate the implementation
37
38## How to Delegate
39
40Use the Task tool to spawn each team member as a subagent:
41- `subagent_type: game-designer` — Design the mechanic, define formulas and edge cases
42- `subagent_type: gameplay-programmer` — Implement the core gameplay code
43- `subagent_type: ai-programmer` — Implement NPC/enemy AI behavior
44- `subagent_type: technical-artist` — Create VFX, shader effects, visual feedback
45- `subagent_type: sound-designer` — Define audio events, impact sounds, ambient audio
46- `subagent_type: [primary engine specialist]` — Engine idiom validation for architecture and implementation
47- `subagent_type: qa-tester` — Write test cases and validate implementation
48
49Always provide full context in each agent's prompt (design doc path, relevant code files, constraints). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 3 agents can run simultaneously).
50
51## Pipeline
52
53### Phase 1: Design
54Delegate to **game-designer**:
55- Create or update the design document in `design/gdd/` covering: mechanic overview, player fantasy, detailed rules, formulas with variable definitions, edge cases, dependencies, tuning knobs with safe ranges, and acceptance criteria
56- Output: completed design document
57
58### Phase 2: Architecture
59Delegate to **gameplay-programmer** (with **ai-programmer** if AI is involved):
60- Review the design document
61- Design the code architecture: class structure, interfaces, data flow
62- Identify integration points with existing systems
63- Output: architecture sketch with file list and interface definitions
64
65Then spawn the **primary engine specialist** to validate the proposed architecture:
66- Is the class/node/component structure idiomatic for the pinned engine? (e.g., Godot node hierarchy, Unity MonoBehaviour vs DOTS, Unreal Actor/Component design)
67- Are there engine-native systems that should be used instead of custom implementations?
68- Any proposed APIs that are deprecated or changed in the pinned engine version?
69- Output: engine architecture notes — incorporate into the architecture before Phase 3 begins
70
71Use `AskUserQuestion`:
72- Prompt: "Architecture sketch complete. Approve to proceed with parallel implementation."
73- Options:
74 - `[A] Proceed — spawn implementation agents (gameplay-programmer, ai-programmer, technical-artist, sound-designer)`
75 - `[B] Revise the architecture first — I'll describe what needs to change`
76 - `[C] Stop here — I'll continue later`
77
78Only spawn implementation agents if user selects [A].
79
80### Phase 3: Implementation (parallel where possible)
81Delegate in parallel:
82- **gameplay-programmer**: Implement core combat mechanic code
83- **ai-programmer**: Implement AI behaviors (if the feature involves NPC reactions)
84- **technical-artist**: Create VFX and shader effects
85- **sound-designer**: Define audio event list and mixing notes
86
87### Phase 4: Integration
88- Wire together gameplay code, AI, VFX, and audio
89- Ensure all tuning knobs are exposed and data-driven
90- Verify the feature works with existing combat systems
91
92### Phase 5: Validation
93Delegate to **qa-tester**:
94- Write test cases from the acceptance criteria
95- Test all edge cases documented in the design
96- Verify performance impact is within budget
97- File bug reports for any issues found
98
99### Phase 6: Sign-off
100- Collect results from all team members
101- Report feature status: COMPLETE / NEEDS WORK / BLOCKED
102- List any outstanding issues and their assigned owners
103
104## Error Recovery Protocol
105
106If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
107
1081. **Surface immediately**: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
1092. **Assess dependencies**: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
1103. **Offer options** via AskUserQuestion with choices:
111 - Skip this agent and note the gap in the final report
112 - Retry with narrower scope
113 - Stop here and resolve the blocker first
1144. **Always produce a partial report** — output whatever was completed. Never discard work because one agent blocked.
115
116Common blockers:
117- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
118- ADR status is Proposed → do not implement; run `/architecture-decision` first
119- Scope too large → split into two stories via `/create-stories`
120- Conflicting instructions between ADR and story → surface the conflict, do not guess
121
122## File Write Protocol
123
124All file writes (design documents, implementation files, test cases) are
125delegated to sub-agents spawned via Task. Each sub-agent enforces the
126"May I write to [path]?" protocol. This orchestrator does not write files directly.
127
128## Output
129
130A summary report covering: design completion status, implementation status per team member, test results, and any open issues.
131
132Verdict: **COMPLETE** — combat feature designed, implemented, and validated.
133Verdict: **BLOCKED** — one or more phases could not complete; partial report produced with unresolved items listed.
134
135## Next Steps
136
137- Run `/code-review` on the implemented combat code before closing stories.
138- Run `/balance-check` to validate combat formulas and tuning values.
139- Run `/team-polish` if VFX, audio, or performance polish is needed.