design-game-encounters
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.
Savant verdict: Pending analysis
Imported from the source hub; Savant's analysis is still running.
Live evaluation
Not evaluated yet. Workspaces can request a live evaluation.
Safety (NVIDIA SkillSpector)
Scan pending.
Structure
- No license declaredConfirm you may reuse this skill before importing it into your repository.
SKILL.md
--- 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.