From gamestack
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 this skill is triggered — by the user, by Claude, or both
Slash command
/gamestack:combat-designThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
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.
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:
game-design-fundamentalspermadeath-and-lethalityrpg-systemsopen-world-designprocedural-generation, procgen-reviewsystemic-emergent-designnarrative-and-quest-designGUIDE.md — the cited why, in four sub-domains: game feel/juice (the inverted-U dose curve), readability/telegraphing (fairness as a contract), enemy & encounter design (silhouettes, roles, readable chaos), and Souls-like lethality (commitment, death-as-teacher, comeback, checkpoints). Each rule carries an exemplar, a source, a test-for criterion, the named failure mode, and the procedural/headless implication.CHECKLIST.md — Do/Don't + machine-checkable Test-for criteria, grouped by sub-domain. Written to be enforced as automated validators in a generation loop, not just read.In a lethal game, telegraphing is fairness, not decoration — and juice has a ceiling. 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"). And feedback follows an inverted-U: the largest study on the subject (Kao 2020, N=3,018) found Extreme juice hurts experience, motivation, and raw performance as much as None does. Tune to the Medium–High band; never maximize.
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.
npx claudepluginhub rondorkerin/gamestack --plugin gamestackGuides completion of development work by verifying tests, detecting environment, and presenting structured options for merge, PR, or cleanup.
Enforces test-driven development: write failing test first, then minimal code to pass. Use when implementing features or bugfixes.
Guides creation and editing of skills using test-driven development with pressure scenarios and subagents to verify agent compliance.