design-game-encounters — Claude Code skill for Three.js combat
A skill for designing and tuning combat encounters in Three.js action games: arenas, enemies, waves, boss phases.
npx skills add MengTo/Skills --skill design-game-encounters -a claude-codeWhat design-game-encounters does
The skill frames an encounter as a set of decisions rather than a headcount. You define the objective, available space, enemy roles, spawn timing, hazards, player resources, exits, failure recovery and reward. Pressure gets added one source at a time, and each enemy archetype has to force a distinct response from the player.
A second section covers fairness: readable paths, telegraphs, camera sight lines and recovery windows. Simultaneous committed attackers get capped, and offscreen damage or unavoidable chains are treated as problems. An encounter reset that hands out the reward twice is a bug worth catching before ship.
Validation runs on deterministic starts — low resources, each wave, each boss phase, victory, death and retry. Test on desktop and mobile at the real camera distance, then adjust composition from observed player decisions instead of raw completion time.
What it helps with
- lay out an arena and enemy roles around one objective
- set spawn timing for waves and pace the rewards
- split a boss fight into phases
- check that the player gets recovery windows and readable telegraphs
- build deterministic starts for difficulty testing
Example prompts for the agent
- design an arena encounter with two enemy types and one hazard
- break the boss fight into phases and check the reward cadence
- set up deterministic starts for the low-resource and death cases
How to install design-game-encounters
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill design-game-encounters -a claude-code2Manually: put the files in place
~/.claude/skills/design-game-encounters/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/design-game-encounters/
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill design-game-encounters -a codex2Manually: put the files in place
.agents/skills/design-game-encounters/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill design-game-encounters -a cursor2Manually: put the files in place
.cursor/skills/design-game-encounters/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install MengTo/Skills design-game-encounters2Manually: put the files in place
.github/skills/design-game-encounters/SKILL.md1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill design-game-encounters -a gemini-cli2Platform CLI
gemini skills install https://github.com/MengTo/Skills --path agent-skills/game-development/design-game-encountersManually: put the files in place
.devin/skills/design-game-encounters/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add MengTo/Skills --skill design-game-encounters -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about design-game-encounters
How do I install design-game-encounters in Claude?
Run npx skills add MengTo/Skills --skill design-game-encounters -a claude-code. The skill then lives at ~/.claude/skills/design-game-encounters/SKILL.md.
What does design-game-encounters do?
It helps you design, implement, tune and test encounters in Three.js action games: arena layout, enemy composition, spawn pacing, objectives, boss phases and reward cadence.
Does it work outside Three.js?
It is written for Three.js action games. On another engine you would have to port the camera and sight-line advice yourself.
Source text
SKILL.md · MIT
--- name: design-game-encounters description: Design, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation. --- # Design 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.
© MengTo · MIT · MengTo/Skills