About design-game-encounters
A skill for designing game encounters around player decisions rather than enemy counts. It helps define encounter composition, preserve fairness and readability, and validate scenarios through deterministic starts and playtesting.
Key features
- 01Define objectives, space, and rewards
- 02Assign distinct enemy roles
- 03Introduce pressure sources incrementally
- 04Protect telegraphs and recovery windows
- 05Create deterministic test starts
- 06Adjust using observed player decisions
Use cases
- 01Planning enemy waves and boss phases
- 02Reviewing encounter fairness and sight lines
- 03Testing low-resource or retry scenarios
- 04Refining encounters after playtests
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ mengto/ skills --skill design-game-encountersAfter installing, type/design-game-encountersin Claude Code to confirm it loaded.
Bundled filesagents/openai.yaml
Details
From the project READMEDesign Game Encounters
Design encounters as decisions, not actor counts.
Compose
Define objective, available space, enemy roles, spawn timing, hazards, player resources, exits, failure recovery, and reward. Add one pressure source at a time; require each archetype to create a distinct response.
Keep it fair
Protect readable paths, telegraphs, camera sight lines, and recovery windows. Cap simultaneous committed attackers and avoid offscreen damage, unavoidable chains, or encounter resets that duplicate rewards.
Validate
Create deterministic starts for low resources, each wave, boss phase, victory, and death/retry. Test desktop and mobile at the real camera distance, then adjust composition from observed decisions rather than raw completion time.