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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.
Passed 16 of 22 test cases with the skill, and 5 of 22 without it.
and 10 more in the full report
12 fixed4 passed either way5 still failing1 broke2 errored
Tokens, turns and time describe resource use, not a dollar price.
One of 12 test cases the skill fixed. Same model, same prompt, with and without the skill.
What exact status verdict phrase must be returned if all combat implementation phases succeed but engine validation was skipped due to an unconfigured engine?
| Checked | Without skill | With skill |
|---|---|---|
| Includes COMPLETE with an explicit note that engine validation was not assessed. | Missed | Passed |
The instructions your model reads when the skill loads.
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.
!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.
workflow sizes the Phase 1 design document the way /design-system does:
## Summary plus all 8 sections at full; at standard, Overview, Detailed
Design, Edge Cases, Dependencies and Acceptance Criteria, plus Formulas whenever
the mechanic defines numeric rules (a combat mechanic almost always does); at
minimal the game brief is the design record and the GDD is optional — draft
those five sections and tell the user it is optional at this workflow level.
test cases passed, vs 5 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.