# Team Combat

Orchestrate the combat team, game-designer, gameplay-programmer, ai-programmer...

- Repository: https://github.com/Donchitos/Claude-Code-Game-Studios (32144 stars)
- Category: Design
- License: MIT
- Last updated: 2026-10-19
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add Donchitos/Claude-Code-Game-Studios --skill team-combat -g -a claude-code -y`
Codex: `npx skills add Donchitos/Claude-Code-Game-Studios --skill team-combat -g -a codex -y`
Cursor: `npx skills add Donchitos/Claude-Code-Game-Studios --skill team-combat -g -a cursor -y`
Gemini CLI: `npx skills add Donchitos/Claude-Code-Game-Studios --skill team-combat -g -a gemini-cli -y`

## Description

Orchestrate the combat team, game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester, design through implement and validate.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# Team Combat

**Argument check:** If no combat feature description is provided, output:
> "Usage: `/team-combat [combat feature description] [--review full|lean|solo]`, 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.
In `collaborative` mode, the user must approve before moving to the next phase.
In `guided` mode the pipeline advances automatically unless a phase is BLOCKED;
in `autonomous` mode it runs end to end, recording each phase outcome via
`log_decision`. Decisions in `automation_always_ask` categories
(`is_always_ask_category` helper) always prompt regardless of mode. See
`.claude/docs/automation-modes.md`.

## Phase 0: Resolve Config

!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,team.size,workflow`

Resolved above, use as-is; `--review` overrides `review_mode`. No block →
defaults in `.claude/docs/config-resolution.md`.

`review_mode` sets director-gate depth, and this pipeline has no director gate:
no phase below spawns CD-, TD-, PR- or AD-PHASE-GATE, at any `review_mode`. Its
phase gates are the pipeline's own decision points (defined under `team.size`
below), and the agents that work at them are team members, not director gates.

`automation` drives the Decision Points note above. See the Decision Points note above and
`.claude/docs/automation-modes.md` for how each mode changes pipeline behavior.

The rest: https://github.com/Donchitos/Claude-Code-Game-Studios/blob/HEAD/.claude/skills/team-combat/SKILL.md
