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.
Source: Donchitos/Claude-Code-Game-Studios → .claude/skills/team-combat/SKILL.md
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
6**Argument check:** If no combat feature description is provided, output:
7> "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`)."
8Then stop immediately without spawning any subagents or reading any files.
9
10When this skill is invoked with a valid argument, orchestrate the combat team through a structured pipeline.
11
12**Decision Points:** At each phase transition, use `AskUserQuestion` to present
13the user with the subagent's proposals as selectable options. Write the agent's
14full analysis in conversation, then capture the decision with concise labels.
15The user must approve before moving to the next phase.
16
17## Phase 0: Resolve Review Mode
18
191. If `--review [mode]` was passed as an argument, use that mode.
202. Else read `production/review-mode.txt` — use whatever is written there.
213. Else default to `lean`.
22
23Modes:
24- `full` — spawn all director and lead gates as described
25- `lean` — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
26- `solo` — skip all director gate spawning entirely; run the skill without any agent gates
27
28Store the resolved mode for use in all subsequent phases.
29
30## Team Composition
31- **game-designer** — Design the mechanic, define formulas and edge cases
32- **gameplay-programmer** — Implement the core gameplay code
33- **ai-programmer** — Implement NPC/enemy AI behavior for the feature
34- **technical-artist** — Create VFX, shader effects, and visual feedback
35- **sound-designer** — Define audio events, impact sounds, and ambient combat audio
36- **engine specialist** (primary) — Validate architecture and implementation patterns are idiomatic for the engine (read from `.claude/docs/technical-preferences.md` Engine Specialists section)
37- **qa-tester** — Write test cases and validate the implementation
38
39## How to Delegate
40
41Use the Task tool to spawn each team member as a subagent:
42- `subagent_type: game-designer` — Design the mechanic, define formulas and edge cases
43- `subagent_type: gameplay-programmer` — Implement the core gameplay code
44- `subagent_type: ai-programmer` — Implement NPC/enemy AI behavior
45- `subagent_type: technical-artist` — Create VFX, shader effects, visual feedback
46- `subagent_type: sound-designer` — Define audio events, impact sounds, ambient audio
47- `subagent_type: [primary engine specialist]` — Engine idiom validation for architecture and implementation
48- `subagent_type: qa-tester` — Write test cases and validate implementation
49
50Always 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).
51
52## Pipeline
53
54### Phase 1: Design
55Delegate to **game-designer**:
56- 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
57- Output: completed design document
58
59### Phase 2: Architecture
60Delegate to **gameplay-programmer** (with **ai-programmer** if AI is involved):
61- Review the design document
62- Design the code architecture: class structure, interfaces, data flow
63- Identify integration points with existing systems
64- Output: architecture sketch with file list and interface definitions
65
66Then spawn the **primary engine specialist** to validate the proposed architecture:
67- Is the class/node/component structure idiomatic for the pinned engine? (e.g., Godot node hierarchy, Unity MonoBehaviour vs DOTS, Unreal Actor/Component design)
68- Are there engine-native systems that should be used instead of custom implementations?
69- Any proposed APIs that are deprecated or changed in the pinned engine version?
70- Output: engine architecture notes — incorporate into the architecture before Phase 3 begins
71
72Use `AskUserQuestion`:
73- Prompt: "Architecture sketch complete. Approve to proceed with parallel implementation."
74- Options:
75 - `[A] Proceed — spawn implementation agents (gameplay-programmer, ai-programmer, technical-artist, sound-designer)`
76 - `[B] Revise the architecture first — I'll describe what needs to change`
77 - `[C] Stop here — I'll continue later`
78
79Only spawn implementation agents if user selects [A].
80
81### Phase 3: Implementation (parallel where possible)
82Delegate in parallel:
83- **gameplay-programmer**: Implement core combat mechanic code
84- **ai-programmer**: Implement AI behaviors (if the feature involves NPC reactions)
85- **technical-artist**: Create VFX and shader effects
86- **sound-designer**: Define audio event list and mixing notes
87
88### Phase 4: Integration
89- Wire together gameplay code, AI, VFX, and audio
90- Ensure all tuning knobs are exposed and data-driven
91- Verify the feature works with existing combat systems
92
93### Phase 5: Validation
94Delegate to **qa-tester**:
95- Write test cases from the acceptance criteria
96- Test all edge cases documented in the design
97- Verify performance impact is within budget
98- File bug reports for any issues found
99
100### Phase 6: Sign-off
101- Collect results from all team members
102- Report feature status: COMPLETE / NEEDS WORK / BLOCKED
103- List any outstanding issues and their assigned owners
104
105## Error Recovery Protocol
106
107If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
108
1091. **Surface immediately**: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
1102. **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.
1113. **Offer options** via AskUserQuestion with choices:
112 - Skip this agent and note the gap in the final report
113 - Retry with narrower scope
114 - Stop here and resolve the blocker first
1154. **Always produce a partial report** — output whatever was completed. Never discard work because one agent blocked.
116
117Common blockers:
118- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
119- ADR status is Proposed → do not implement; run `/architecture-decision` first
120- Scope too large → split into two stories via `/create-stories`
121- Conflicting instructions between ADR and story → surface the conflict, do not guess
122
123## File Write Protocol
124
125All file writes (design documents, implementation files, test cases) are
126delegated to sub-agents spawned via Task. Each sub-agent enforces the
127"May I write to [path]?" protocol. This orchestrator does not write files directly.
128
129## Output
130
131A summary report covering: design completion status, implementation status per team member, test results, and any open issues.
132
133Verdict: **COMPLETE** — combat feature designed, implemented, and validated.
134Verdict: **BLOCKED** — one or more phases could not complete; partial report produced with unresolved items listed.
135
136## Next Steps
137
138- Run `/code-review` on the implemented combat code before closing stories.
139- Run `/balance-check` to validate combat formulas and tuning values.
140- Run `/team-polish` if VFX, audio, or performance polish is needed.
141
142---
143
144**Source:** [`Donchitos/Claude-Code-Game-Studios`](https://github.com/Donchitos/Claude-Code-Game-Studios) → `.claude/skills/team-combat/SKILL.md`