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.
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
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.89When this skill is invoked with a valid argument, orchestrate the combat team through a structured pipeline.1011**Decision Points:** At each phase transition, use `AskUserQuestion` to present12the user with the subagent's proposals as selectable options. Write the agent's13full analysis in conversation, then capture the decision with concise labels.14The user must approve before moving to the next phase.1516## Team Composition17- **game-designer** — Design the mechanic, define formulas and edge cases18- **gameplay-programmer** — Implement the core gameplay code19- **ai-programmer** — Implement NPC/enemy AI behavior for the feature20- **technical-artist** — Create VFX, shader effects, and visual feedback21- **sound-designer** — Define audio events, impact sounds, and ambient combat audio22- **engine specialist** (primary) — Validate architecture and implementation patterns are idiomatic for the engine (read from `.claude/docs/technical-preferences.md` Engine Specialists section)23- **qa-tester** — Write test cases and validate the implementation2425## How to Delegate2627Use the Task tool to spawn each team member as a subagent:28- `subagent_type: game-designer` — Design the mechanic, define formulas and edge cases29- `subagent_type: gameplay-programmer` — Implement the core gameplay code30- `subagent_type: ai-programmer` — Implement NPC/enemy AI behavior31- `subagent_type: technical-artist` — Create VFX, shader effects, visual feedback32- `subagent_type: sound-designer` — Define audio events, impact sounds, ambient audio33- `subagent_type: [primary engine specialist]` — Engine idiom validation for architecture and implementation34- `subagent_type: qa-tester` — Write test cases and validate implementation3536Always 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).3738## Pipeline3940### Phase 1: Design41Delegate to **game-designer**:42- 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 criteria43- Output: completed design document4445### Phase 2: Architecture46Delegate to **gameplay-programmer** (with **ai-programmer** if AI is involved):47- Review the design document48- Design the code architecture: class structure, interfaces, data flow49- Identify integration points with existing systems50- Output: architecture sketch with file list and interface definitions5152Then spawn the **primary engine specialist** to validate the proposed architecture:53- Is the class/node/component structure idiomatic for the pinned engine? (e.g., Godot node hierarchy, Unity MonoBehaviour vs DOTS, Unreal Actor/Component design)54- Are there engine-native systems that should be used instead of custom implementations?55- Any proposed APIs that are deprecated or changed in the pinned engine version?56- Output: engine architecture notes — incorporate into the architecture before Phase 3 begins5758### Phase 3: Implementation (parallel where possible)59Delegate in parallel:60- **gameplay-programmer**: Implement core combat mechanic code61- **ai-programmer**: Implement AI behaviors (if the feature involves NPC reactions)62- **technical-artist**: Create VFX and shader effects63- **sound-designer**: Define audio event list and mixing notes6465### Phase 4: Integration66- Wire together gameplay code, AI, VFX, and audio67- Ensure all tuning knobs are exposed and data-driven68- Verify the feature works with existing combat systems6970### Phase 5: Validation71Delegate to **qa-tester**:72- Write test cases from the acceptance criteria73- Test all edge cases documented in the design74- Verify performance impact is within budget75- File bug reports for any issues found7677### Phase 6: Sign-off78- Collect results from all team members79- Report feature status: COMPLETE / NEEDS WORK / BLOCKED80- List any outstanding issues and their assigned owners8182## Error Recovery Protocol8384If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:85861. **Surface immediately**: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases872. **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.883. **Offer options** via AskUserQuestion with choices:89 - Skip this agent and note the gap in the final report90 - Retry with narrower scope91 - Stop here and resolve the blocker first924. **Always produce a partial report** — output whatever was completed. Never discard work because one agent blocked.9394Common blockers:95- Input file missing (story not found, GDD absent) → redirect to the skill that creates it96- ADR status is Proposed → do not implement; run `/architecture-decision` first97- Scope too large → split into two stories via `/create-stories`98- Conflicting instructions between ADR and story → surface the conflict, do not guess99100## File Write Protocol101102All file writes (design documents, implementation files, test cases) are103delegated to sub-agents spawned via Task. Each sub-agent enforces the104"May I write to [path]?" protocol. This orchestrator does not write files directly.105106## Output107108A summary report covering: design completion status, implementation status per team member, test results, and any open issues.109110Verdict: **COMPLETE** — combat feature designed, implemented, and validated.111Verdict: **BLOCKED** — one or more phases could not complete; partial report produced with unresolved items listed.112113## Next Steps114115- Run `/code-review` on the implemented combat code before closing stories.116- Run `/balance-check` to validate combat formulas and tuning values.117- Run `/team-polish` if VFX, audio, or performance polish is needed.