| name | combat-loop |
| description | Design or tune a combat loop including enemy roles, feedback, pacing, damage model, and skill expression. Use for combat-heavy slices and balance passes. |
Combat Loop
When to use
Design or tune a combat loop including enemy roles, feedback, pacing, damage model, and skill expression. Use for combat-heavy slices and balance passes.
Inputs to gather
- combat goals
- weapons/abilities
- enemy roster
- performance constraints
Recommended roles
combat_designer
encounter_designer
gameplay_programmer
Primary docs / outputs
studio/docs/templates/enemy-archetype.md
studio/docs/templates/boss-fight-brief.md
studio/docs/templates/perf-pass.md
docs/research/game-development/systems/enemy.md
docs/research/game-development/systems/skills.md
docs/research/game-development/systems/character.md
Workflow
- Inspect the current repo/docs state first and cite concrete evidence.
- Read the matching combat systems notes first when the task changes enemy roles, player abilities, or character-state boundaries.
- Choose the smallest useful output that moves the project forward.
- Express the work as a feature, mechanic, or content contract that engineering and QA can consume.
- Update or create durable docs when the result should persist.
- Recommend the next best role or skill if more work remains.
Category rules
- Lead with player outcome, then define scope, acceptance criteria, and edge cases.
- Keep mechanics and content contracts buildable by engineering and testable by QA.
- Surface tradeoffs among clarity, depth, scope, and production cost.
Deliverables
- combat loop brief
- enemy role notes
- tuning plan
- playtest questions
Validation bar
- acceptance criteria present
- risks/dependencies surfaced
- next implementation or test path clear