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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.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add MengTo/Skills --skill design-game-encounters -a claude-code
Open on GitHub

What 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-code

2Manually: put the files in place

~/.claude/skills/design-game-encounters/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/design-game-encounters/

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

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