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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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来源信息

仓库
rbergman/dark-matter-marketplace
最近来源活动
2026年8月8日 17:56
检测到的 SKILL.md 语言
英语
星标
11
分支
5

安装方式

默认使用会先检查来源的 Prompt;你也可以切换为直接命令,或下载本地副本。

检查来源文件

决定是否安装前,请先阅读 SKILL.md,以及 SkillsMP 当前展示的配套文件。