Guide · Agent skill
How to use the Tune Enemy AI agent skill
Updated · written with AI from the project's own documentation and checked against our catalogue data
The tune-enemy-ai skill gives an AI coding agent a structured playbook for building and checking the decision logic of combat enemies in playable action games. It is written for indie and hobby developers, game programmers and teams who already have an action game and want its enemies and bosses to behave clearly and predictably. After this guide you will know what the skill changes about the agent's work, how to install it, how to ask for it with natural requests, and what to check before trusting the result.
Quick start
- 1Download the ZIP. Download the tune-enemy-ai skill ZIP from this page.
- 2Unzip into a skills folder. Unzip the folder into ~/.claude/skills/ for personal use, or into a project's .claude/skills/ folder for one project.
- 3Or upload in the Claude apps. In the Claude apps, open Settings, go to Capabilities and upload the skill under Skills.
- 4Describe your enemy. Ask for enemy work in plain language, naming the enemy, the behavior and the problem you want solved.
- 5Review states and transitions. Check that the agent names its states and states the prerequisites, exit conditions, dwell times and cooldowns for each transition.
- 6Test the decision surface. Have the agent write deterministic fixtures for target loss, obstruction, multiple enemies and boss phases, and assert transitions and outcomes.
- 7Run a browser encounter. Finish by playing a real browser encounter to verify the enemy behaves well in the game.
What is an agent skill, and what does this one make the agent do?
An agent skill is a folder of instructions that an AI coding agent can load when a task matches it. The main file, SKILL.md, tells the agent how to approach that kind of work. This skill covers the brain of combat enemies: aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines and deterministic AI regression tests.
Once it is active, the agent is guided to model enemy decisions explicitly with named states such as idle, investigate, pursue, reposition, windup, attack, recover, stagger, retreat and defeated. Each state transition is expected to state its prerequisites, exit conditions, minimum dwell time and cooldown effects. The agent also separates perception, intent and motion, so enemies choose one action from legal options instead of changing their minds mid-attack.
- Structures enemy behavior as named states with clear transition rules
- Makes attacks telegraphed so players can see them before they become active
- Uses authoritative collision and navigation results for movement success
- Writes deterministic tests for target loss, obstruction, path failure, boss phases, reset and more
- Runs a real browser encounter after automated tests
Install the tune-enemy-ai skill
Download the skill ZIP from this page. The skill folder contains agents/openai.yaml and SKILL.md. Unzip it into one of two locations, depending on how you want to use it.
For a personal install that applies across your projects, unzip the folder into ~/.claude/skills/. For a skill that only applies to one project, unzip it into that project's .claude/skills/ folder.
If you use the Claude apps instead, open Settings, go to Capabilities, and upload the skill under Skills.
- Personal: ~/.claude/skills/
- Single project: the project's .claude/skills/ folder
- Claude apps: Settings → Capabilities → Skills
Trigger the skill with natural requests
You do not need a special command. The skill's description lists the situations it covers, so ask for enemy work in plain language that names the kind of problem. The more specific the request, the easier it is for the agent to match the skill and apply its state and testing rules.
Good requests name the enemy, the behavior and the problem. Include the feature you care about, such as aggro, boss phases or retreats.
- Design a state machine for a melee grunt that telegraphs a heavy attack and retreats when hurt.
- Debug why my archer keeps chasing the player into walls and never fires.
- Balance the spacing between two enemy types so they do not swarm the player together.
- Write deterministic regression tests for my boss's phase transitions and reset behavior.
- Review this enemy's attack choices and tell me where the player gets instant turn-and-hit damage.
Example workflow for a new enemy
A typical session starts with a description of the enemy and what it should do. The agent is expected to propose named states and transition rules, then implement them and add fixtures for the decision surface. Fixtures cover situations such as target acquisition, target loss, obstruction, close-range pressure and multiple enemies.
The skill asks the agent to assert transitions and outcomes, not only final positions, so tests check why an enemy acted as it did. Finish by running a real browser encounter to confirm the behavior feels right in the game.
What you need before you start
The skill lists no required tools or packages. It is guidance for an agent working on your game code, so you need an existing action game project or a plan for one, and an AI coding agent that supports agent skills. The skill does not supply game assets, an engine integration or a finished enemy.
The skill is licensed under MIT. It does not run scripts and does not use the network, according to its listing.
Safety notes on scripts and network access
Because this skill runs no scripts and uses no network, its contents are instructions rather than executable code. Still, read the SKILL.md and agents/openai.yaml files before installing any skill, and review every change the agent makes to your game code and tests.
The guidance itself asks the agent to base movement success on authoritative collision and navigation results, not on rendered pose or assumed path completion. Keep that rule in mind when reviewing the agent's output.
- Files in the skill: agents/openai.yaml and SKILL.md
- Runs scripts: no
- Uses network: no
Tips for better enemy AI results
Describe the player's experience you want, such as a readable windup or a boss that pauses between phases. The skill emphasises fair combat, so a clear goal helps the agent choose spacing and commitment values.
Ask for tests before tuning. Deterministic fixtures make it easier to see what a balance change actually altered.
- Name each enemy archetype and its role in the encounter.
- Ask the agent to list state transitions with their prerequisites, exit conditions, dwell times and cooldowns.
- Request fixtures for multiple enemies and interruption, not just a single enemy in an empty room.
- Always finish with a real browser encounter, not only automated tests.
What people use it for
- Designing a melee grunt with a telegraphed heavy attack and a retreat when health is low.
- Debugging an archer that chases the player into walls instead of firing.
- Balancing spacing between several enemy types so they do not swarm the player.
- Writing regression tests for boss phase transitions and reset behavior.
Frequently asked questions
How do I install the tune-enemy-ai skill?
Download the skill ZIP from this page and unzip it into ~/.claude/skills/ for personal use, or into a project's .claude/skills/ folder for one project. In the Claude apps, you can instead upload it under Settings → Capabilities → Skills.
Is the tune-enemy-ai skill free?
The skill is licensed under MIT, as listed on this page. Check the license file in the repository for the full terms before you use or redistribute it.
What does the tune-enemy-ai skill require?
Its listing shows no required tools or packages. It runs no scripts and uses no network. You still need an AI coding agent that supports agent skills and a game project to work on.
Does the skill include game assets or an engine integration?
No. The skill guides design and testing of enemy AI, but it does not supply game assets or an engine integration, and it does not provide a finished enemy.
Who should not use this skill?
It is not suited to non-game software, because the guidance is specific to real-time combat enemies. Teams that need a ready-made enemy should look for a different resource.
How is this different from asking an agent for enemy code with no skill?
The skill gives the agent a consistent structure: named states, explicit transition rules, telegraphed attacks, deterministic fixtures and a browser test. Without it, the agent has no fixed playbook for these concerns.
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Our verdict
Use this skill if you are an indie or hobby developer, or a game programmer, building combat enemies or bosses in an action game and want a consistent state-machine structure with automated tests. Pick something else if you need non-game AI guidance, a finished enemy, or game assets and engine integration, which this skill does not provide.
Download the skill