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encounter-design

Encounters as the intersection of space, adversaries and resources — across genres, not just action games. Covers the translation table for horde survival, ARPG, RTS, card, CYOA and autonomous sims; space vocabulary, enemy archetypes and composition, AI architecture choice, telegraph timing floors, the four-beat structure for introducing anything new, wave pacing, boss phases, environmental flow and landmarks. Use when laying out a fight, level, arena or world, placing enemies, designing a boss, or when encounters feel repetitive, tactically flat, unreadable or unfair. Reach for this on 'every fight is the same' or 'I died and don't know why'.

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Source facts

Repository
rbergman/dark-matter-marketplace
Last source activity
August 8, 2026 at 17:56
Detected SKILL.md language
English
Stars
11
Forks
5

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